2250 point army.

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Ventra

Zombie
Nov 11, 2013
39
Zombies
34
Army (based on the VC army book). Its something I wanted to give a try. Especially the vampire with lore of heavens I recon will be a surprise to my friends. I'm new to warhammer gaming and will appreciate all the comments and help that you can offer me.

ARMY :

UNIT 1 :

Heinrich Kemmler [ 350p ]

Krell [ 205p ]

18 Grave Guard [ 276p ]
- Standard Bearer [ 10p ]
- Banner of the Barrows [ 50p ]
- Great Weapons [ 12p/GG ]

---------------------------------------------

Necromancer [ 125p ]
- lvl 2 mage [ 35p ]
- Book of Arkhan [ 25p ]

Necromancer [ 135p ]
- lvl 2 mage [ 35p ]
- The Cursed Book [ 35p ]

20 Skeleton Warriors [ 120p ]
- skeleton champion [ 10p ]
- standard Bearer [ 10p ]

20 Skeleton Warriors [ 120p ]
- skeleton champion [ 10p ]
- standard Bearer [ 10p ]

4 Black Knights + hell knight [ 175 ]
- Hell knight [ 10p ]
- Standard Bearer [ 10p ]
- Banner of the Barrows [ 50p ]

Vampire [ 200p ]
- lvl 3 mage [ 70p ]
- Forbidden lore [ 25p ] - lore of heavens

20 Zombies [ 65p ] + Standard Bearer

20 Zombies [ 65p ] + Standard Bearer

2 Vargheists + Vargoyle [ 148p ]

Corpse Cart [ 120p ]
- Unholy lodestone [ 30p ]

3 Spirit Host [ 3 x 45 (single base) = 135p]

-----------------------------------------------------

Also, Instead of the unit above, I've worked out another unit based on something I read on the forums.

Unit : [ 454p ]

Vampire lord (1) [ 339p ]
- lvl 3 mage [ 70p ] - lore of shadows
- shield [ 3p ]
- heavy armor [ 6p ]
- red fury [ 50p ]

18 skeleton warriors + 1 champion [160p] + standard bearer

I'd also add 29 Ghouls + 1 Crypt ghast [ 310p ] on top of that.

Reason for having lore of shadows on the lord is (hoping) to get the mindrazor spell. Skeletons with str 10.

Would like to hear your oppinions or suggestions!
 
Just on a side note.

The army is meant for scenario gameplay, aswell as be a bit competive.

Armies it is usually going to be up against are Chaos Warriors, Chaos dwarves & High Elves or Skaven.


Last night, we played a match where the VC army had attacked a fortress defended by chaos warriors / dwarves.

Zombies were being raised up from the dead, giving the warrior cavalry a hard time. Keeping them busy for the Vargheists to attack them in the back and ghouls in the side.

Troops were constantly being bombed by magma cannons. One eventually blew up on itself.

Vampire lord summoned a wind of death on the walls, wich the enemy sorcerers wanted to dispell as fast as possible before losing too many defenders.

Was a fun game. Sadly we couldn't finish it due to lack of time. Units of zombies were easily brought up from 20 to 50. For every zombie that died, 2 were raised from the dead.
 
hi buddy, first off, scrub the points costs on individual options, with special chars and indiduals use XXX instead and its perfectly acceptable to put 17 grave guard with blablahblah total unit cost 375 etc..... its a bit of a "issue" with GW and its generally frowned upon :)

couple of minor issues, your vamp should read mastery 2, not 3

your vamp lord MUST have LoV as he has the highest LD out of your lords

your black knight unit is too small, one lightning bolt or DD spell and its dead

make your zombie units bigger, unless you are throwing all your dice into nehek from the start, you will see your zombie units die from crumble very quickly once they get into combat

(personal opinion here, feel free to ignore) either put a magic standard on the skels or drop a unit to boost your zombies

just my 2 cents :)
 
Zully said:
hi buddy, first off, scrub the points costs on individual options, with special chars and indiduals use XXX instead and its perfectly acceptable to put 17 grave guard with blablahblah total unit cost 375 etc..... its a bit of a "issue" with GW and its generally frowned upon :)

couple of minor issues, your vamp should read mastery 2, not 3

your vamp lord MUST have LoV as he has the highest LD out of your lords

your black knight unit is too small, one lightning bolt or DD spell and its dead

make your zombie units bigger, unless you are throwing all your dice into nehek from the start, you will see your zombie units die from crumble very quickly once they get into combat

(personal opinion here, feel free to ignore) either put a magic standard on the skels or drop a unit to boost your zombies

just my 2 cents :)

Thanks for the suggestions. I didn't know that the VL must have the LoV as highest LD.

Recon I should pump the zombies to about 30 or rather 40 ?

Also as far as for the VL. Spend the free points on quickblood instead of the additional mage lvl ?
And what do you think of the whole Heimmrich / krell combination ?

If possible, could you give me an idea on how you'd arrange the army ?
 
Sadly so, rulebook states "your general is the character model with the highest leadership"

Our army book states, "your general must be a wizard and he can only choose his powers from lore of vampires" so sadly it limits your choices when taking a vamp lord as he checks every box above :(

I generally take my zombie blocks at between 30-40 yes, means they can generally survive 2+ horrific spell casting phases (in damage caused and having nehek locked down, there is nothing more frustrating than seeing your units being whittled down and you being powerless to stop it and unable to raise back, for you to loose your rank bonuses and your tarpit/bunker being wiped in one round of combat due to combat res)

Re: your vamp lord, I would take a ward save and a magic weapon and/or armour, as he becomes your general he is now your biggest asset and biggest liability as if he dies, your entire army is subject to crumble, so don't sit on the fence, either go for a blender lord or caster but make sure you have some insurance vs miscasts or combat!

I've never run hem or krell myself, the general opinion on here seems to be that hem is fantastic, krell is fun but overpriced

It's your army buddy, theme it how you want, if you want to go mass infantry in small units with the intent to raise them into huge tarpits, go for it, I've heard that you run out of dice a bit quickly unless you are very careful with positioning

In my fairly limited experience at higher points games (my club field 1-1500 point games generally) I run 2 black knight cavalry blocks 3 large zombie pits, a terrorgiest a baby vamp, a couple of necros, a wight bsb, a couple of medium skel units, spirit hosts and I'm now building some fel bats for charge misdirections and charge dancing :) (i drop the terror bomb from my giest on a low leadership unit at max range to force a panic check then i intend to use the bats to direct further panic checks by making them run through other units :)) but I'm still finding my feet :)
 
Zully said:
Sadly so, rulebook states "your general is the character model with the highest leadership"

Our army book states, "your general must be a wizard and he can only choose his powers from lore of vampires" so sadly it limits your choices when taking a vamp lord as he checks every box above :(

I generally take my zombie blocks at between 30-40 yes, means they can generally survive 2+ horrific spell casting phases (in damage caused and having nehek locked down, there is nothing more frustrating than seeing your units being whittled down and you being powerless to stop it and unable to raise back, for you to loose your rank bonuses and your tarpit/bunker being wiped in one round of combat due to combat res)

Re: your vamp lord, I would take a ward save and a magic weapon and/or armour, as he becomes your general he is now your biggest asset and biggest liability as if he dies, your entire army is subject to crumble, so don't sit on the fence, either go for a blender lord or caster but make sure you have some insurance vs miscasts or combat!

I've never run hem or krell myself, the general opinion on here seems to be that hem is fantastic, krell is fun but overpriced

It's your army buddy, theme it how you want, if you want to go mass infantry in small units with the intent to raise them into huge tarpits, go for it, I've heard that you run out of dice a bit quickly unless you are very careful with positioning

In my fairly limited experience at higher points games (my club field 1-1500 point games generally) I run 2 black knight cavalry blocks 3 large zombie pits, a terrorgiest a baby vamp, a couple of necros, a wight bsb, a couple of medium skel units, spirit hosts and I'm now building some fel bats for charge misdirections and charge dancing :) (i drop the terror bomb from my giest on a low leadership unit at max range to force a panic check then i intend to use the bats to direct further panic checks by making them run through other units :)) but I'm still finding my feet :)

Recon a corpse cart would be worth it (with the unholy lodestone upgrade : re-roll a signle D6 te determine how many wounds are restored to a unit when succesfully casting IoN) and keep it close to your necromancers? Or are points better spent elsewhere?
 
Also, I've seen a few people name items such as 'Talisman of preservation', 'Tricksters helm' & 'Dragon Helm'.

I was wondering where you could get a list of all the available items and what they do and can they still be used ?

As I'm new to all of this, I'm not familiar with adding a ward safe etc to a character.
 
Ventra said:
Also, I've seen a few people name items such as 'Talisman of preservation', 'Tricksters helm' & 'Dragon Helm'.

I was wondering where you could get a list of all the available items and what they do and can they still be used ?

As I'm new to all of this, I'm not familiar with adding a ward safe etc to a character.

Re: the corpse cart, its entirely up to you, I havnt fielded one yet, and the forum is currently flipflopping over whether they are worth it, basically as its limited movement (of 4" with no marching possible) means that it will struggle to keep up with your army, however if you are able to keep it up with your ranks and you can keep feeding it with spells, it levels the playing field vs Dark Elves and their lighter kin *shrug* I don't play vs either yet, so I am yet to see their real benefit (although I do like the idea of them with units of ghouls/crypts) its a personal preference, I think the other upgrade will give you more bang as it interferes with your enemies casting, whereas the other is only a 1d6 reroll (on a 2d6 roll with zombies) + caster level

you will find all the magic item upgrades on the warhammer rulebook (in the section after the magic) you NEED these in your life, if there were something (such as a torrent) we wouldn't be able to link or suggest it on here :(
 
Hey! I think this is legal, in fact it's just on a website so I see no reason why it's not. If you google "Common Magic Items" then a warhammer wiki shows up with them all in a list and their point value. I mean it's been up for a while and it's right there for all the world to see.
 
Corien Sumatris said:
Hey! I think this is legal, in fact it's just on a website so I see no reason why it's not. If you google "Common Magic Items" then a warhammer wiki shows up with them all in a list and their point value. I mean it's been up for a while and it's right there for all the world to see.

fair enough, I just know there are some strict rules on here regarding displaying points, so I didn't want to risk a ban :P rather than carry my hard copy of the rulebook, I have can downloaded it as a PDF from a torrent site so i have a digital copy on my phone :) its really nice for reference :)
 
Oh yeah! No point costs, No PDF's, Nothing like that! But it's not our legal problem if another website is diplaying them. I'm even weary of linking it to this site, but letting people know how to get to a public webpage isn't a problem.
 

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