2000pts VC for game tomorrow

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estwheadn

Black Knight
Jun 4, 2014
301
Zombies
311
Hey guys. I always have trouble writing 2000 point vc lists so hopefully you can help me out.

Here's what I have at the moment:
Vampire Lord 553
HA, Shield, ToPres, Ogre Blade, OTS, nightmare, lvl 4, red fury, quickblood, beguile

wight king 154
nightshroud, lance, barded steed, shield

2x 5 direwolves 80
50 skeletons: FC, banner of swiftness 295
40 zombies: musician 125

10 Black Knights: musician, banner of the barrows 330
spirit host 45
spirit host 45
3 vargheists: champion 148

Terrorgheist 225

I also have a varghulf that I would have liked to put in there but couldnt find room for it
 
The individual elements of the list are well equipped and they would work well together in my opinion (which is usually not worth much).

If your game tomorrow is competitive I think the list could hold up well. The Varghulf is not that necessary as you have the Vargheists for hunting warmachines and other flank units and have the Terrorgheist to help out but if you really want to include it you would need to take out a crucial part of your army for something that does a worse job.

Personally I would give the vampire lord an enchanted shield as I like the 1+ save but with Beguile and 4+ ward it is less necessary.

All in all a good list, and as long as your opponent is a good player, you will have a fairly interesting game tomorrow.

Good luck!
 
Hello! My comments:

- I think your lord build is solid. I'd agree on Enchanted Shield bit, but the Other Trickster's Shard is going to make opposing characters really sweat it out when your lord attacks, no matter how killy they are. Just watch out for High Elves though, a bunch of Swordmasters or a HE lord with a great weapon could potentially down him with high-strength ASF attacks that reduce his armor save.
- Your WK is also pretty solid. I'd go with a great weapon over the lance to help you out if you get in a prolonged combat, but then you'll strike at the same time as most opponents instead of striking first. Again, watch out for the High Elves, who will go before him no matter what you do.
- My biggest complaint about this list is the Banner of Swiftness on the Skeletons. What do you expect your Skeletons to do? They're really just going to tar pit something, and they won't win a combat without a character in the unit. If I were you, I'd put the BoS on your Black Knights, who will only be M7 with your lord's nightmare slowing down the unit. You'll lose the +1 to hit on your BK's, but with the blender lord in there I don't think it's all that essential. Missing with lances will hardly be the end of you if you've got that guy in there. I might go with the Screaming Banner on your Skellies so that your opponent has a better chance of failing a fear test against them, which will increase their survivability in close combat.

Besides that last point I think you'll be okay. I do love my Varghulf, but really a TG is going to either do more work for you or be focused really hard by your opponent, both of which are good for you. Vargheists are fragile, but they hit like a freight train. So long as you play it well, avoiding prolonged combats with your hammer units and redirecting the other guy appropriately, you should do fine with this list.
 
ya the banner of swiftness is probably not necessary. I felt like the extra speed could get them right in the face of whatever it was that I am trying to tarpits so they're harder to ignore. Not sure how much +2 inches to my march is really going to help me with that. What do you guys think about swapping the wight king, banner of the barrows and a spirit host for a baby vamp with aura of dark majesty, beguile, dreadknight and the book of arkhan?
 
It would definitely help out your Terrorgheist with the -1 Ld and book of arkhan is always useful. He would also free up your lord from challenges which allows him to rampage
 
A Dread Knight baby vamp will die really hard though. I like the idea of the Nightshroud WK because if he's next to your lord, he can give ASL to whatever guy your Lord's fighting (assuming neither of them is in a challenge, which your champion should be accepting anyway). It's kind of a way to make sure that your Lord is getting his re-rolls to hit against enemies with ASF. Fearbombing with a Vamp is kinda cool, and having the Book of Arkhan is kinda cool, but ultimately I'd rather the WK.
 
Banner of Swiftness on the knights and take more wolves. Drop the skellies for another zombie unit so you'll have points and you're all set.
Just remember that you only have three damage sources and two of them can fall easily so be careful.
 
Oh, I didn't realize that you were swapping the wight king. It is crucial to have the nightshroud IMO and I take it in every list as it can protect your Vamps from White lions and Swordmasters. The fear bombing vamp is good but to take away the night shroud would be reducing your vamps average save of a 3+ with the night shroud to a 5+ from S4 and great weapons or the Ogre blade which is taken on so many lords.
 
ya I'll keep the wight king them. I'm not sure about swapping his lance for a great weapon. Also my game is against orcs and goblins, but I'm not trying to specialize against them
 
If you keep the Shroud, then there's no need to worry about having a great weapon as well. He'll do fine with that setup and keep your general safe.
 
IMO skeletons are unnecessary here. If you have more direwolves models, you can put more of them. Cavalry army need to have more control over battlefield - 4x5 redirector/chaff is good. It is sometimes good to raise one small unit into bigger (15+) to have something that can threaten enemy chaff units - chariots or MSU cavalry and other. You can at least tie some more enemy points for turn or two - so situational but it is from core anyway.
Fellbats are quite good for redirecting and providing cover for BK bus if needed.

Dreadknight baby vamp can be good also, but is much more fragile - espetially that this will skip nightshroud and this is too good item to drop. Book of Arkhan is nice also, but not neccesary. I could advice to get some points and include both baby vamp(with some MR and ward maybe?) and WK with nightshroud but points are the key problem here.

Terror is very nice - much better than Varghulf here cause big flyers are hard to control to army without war machines.
 
Ok so my spells were: Invocation, Vanhel's, Raise dead, Wind of death. I switched hellish vigour for invocation. In hind sight I probably should have switched wind of death instead. A re-roll to wound have been good for my vampire lord and amazing for my black knights in subsequent combat rounds.
His spells: eadbutt(direct damage), ere we go(re-roll misses), some debuff(target unit re-rolls 6s to hit, to wound and armor saves), a buff that gives his unit armor piercing attacks? plus some more but I don't remember him using them

His list roughly:
Black orc warboss: armor of destiny, OTS and something else
black orc standard bearer with razor standard
Savage orc great shaman
2x lvl2 goblin shamans
36 savage orcs
40 or so night goblin archers with 3 fanatics and short bows and netters
Giant
boar chariot
Doom diver
bolt thrower

My deployment (from right to left)
vargheists, terrorgheist, zombies, dire wolves(dart formation), skeletons, spirit host #1, dire wolves, black knights(behind dire wolves and spirit host), spirit host#2

his deployment (from right to left while looking from my side of the board)
boar chariot, spear chukka(on hill), savage orcs with the black orc warboss and the great shaman, doom diver in behind the orc unit but up on the hill at the back, night goblins(black orc battle standard bearer), giant

I don't remember enough to write a turn by turn kind of write up but the knights did well for me, having armor saves is pretty amazing. The savage orcs charged my knights in flank and their attacks just bounced off the unit. Being able to bring back 5 knights at a time was pretty sweet. The wight king helped a lot in that situation because half of the attacks had to go onto him and didn't get the strength bonus from their choppas. There were a lot of memorable challenges in this game so I can write about those. First my wight king and the black orc standard bearer. It was looking bad for the wight king when I rolled only 1s and 2s to wound with the lance in the first round. In the third round of combat my wight king had only 1 wound left and hadn't wounded the orc yet. I rolled a 6 to wound, killing blow. Then the skeleton champion against the savage orc champion. The orc killed the champion pretty easily. But then I raised him back up and challenged the savage orc champion again and actually won! Then my black knights got charged in the flank by the savage orcs and so my vampire lord challenged and the black orc warboss accepted. With red fury I got 3 wounds through in the first round of combat which was just enough to kill the warboss.
I managed to win this game having lost both spirit hosts and the terrorgheist, the dogs and the zombie and skeleton unit. The giant was the only survivor on the other side. Some highlights: spirit hosts holding up the giant for 4 whole turns. savage orcs for killing all of the skeletons in 2 combat rounds, leaving him free to charge my knights in his next turn. the terrorgheist rolling box cars to scream at the boar chariot in my first turn and then screaming the spear chukka crew to death. The great shaman cast eadbutt on my vampire lord in turn 2 and I took 2 wounds!!! The night goblins for holding up the knights for 3 combat rounds. Dire wolves for holding up the spear chukka and releasing the fanatics.
 

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