I wanted this list to focus mainly on old school healable and replaceability with a battle line that has some good static combat resolution enhanced with characters for some extra punch. The characters are designed to be as survivable as I could make them without mounting them or using "stupid" items. I wanted them to be survivable, be able to add some decent punch to the combat units, and support a fairly strong magic phase to keep the army full, growing, and moving. The BKs are included as they can now be healed and with ethereal movement make a better substitution for spirit hosts as flankers due to their toughness and armor save- given the amount of magical attacks out their that make hosts not near as viable choice as they were a few years ago.
new VC list:
Count- Level Three, Red Fury, Lord of the Dead, Avatar of Death, Walach’s Bloody Hauberk, Book of Arkhan, Cursed Book @ 420 pts
Vampire- Dark Acolyte, Lord of the Dead, Flayed Hauberk, Black Periapt, Biting Blade @ 190 pts
Vampire- Dark Acolyte, Avatar of Death, Enchanted Shield, Talisman of the Lycni @ 175
Necromancer- Extra Spell, Dispel Scroll, Power Stone @ 115
*Corpse Cart- Unholy Loadstone @ 100 pts
Skeletons x 24- Full Command, Banner of Endless Nightmare @ 237 pts
Skeletons x 24- Full Command, Banner of Hellfire @ 222
Skeletons x 12 @ 96 pts
Zombies x 20- Musician @ 84 pts
24 x Grave Guard- Full Command, War Banner @ 343
6 x Black Knights- Barding @ 168
Varghulf @ 175
Total: 2250
Models: 116
Few things I am still debating; one of these is the Corpse Cart w/unholy loadstone. Without making it the Necro's mount it can't join a unit and would be free range behind my main battle line. With the loadstone it gives +1 model to each Invocation tageting a unit within six inches of the cart. Behind my lines with a 50mm frontage that the six inch radius it would basically be ble to cover a thirteen inch deployment block of the battle line. This would enable it to reach all four of my primary battle line units- the Grave Guard, both large skeletons, and the zombies; its range would fully envelop two of the units with a two inch gap between them and clip the two flanking units with an inch and a half space between them and the center units. The two main reasons I am considering the cart at the +1 model on invocations and the bound spell. With the bbound spell hitting all the same units- of which three would likely have the characters in it- they become a lot more survivable with the strike first. The Vampires whould do enough damage to most charging units (when the spell goes off) to minimize the casualties the units take. On the other side, the bonus to invocation should net me an additional 2-3 models per turn. If these numbers are accurate that should allow the cart to pay for 50-60% of its value in the first 4 turns just in summoning not counting the potential combat benefits.
The other piece I am debating with the cart is the value of making the cart the mount for the necro. I think this would make the cart more survivable as it would then (as a ridden monster) be able to join the back (12 man) unit of skeletons behind my lines and not be able to be picked out with shooting. However, this does make the necro more accessable in combat and less maneuverable when he is on the run from character hunters and requires him to remain central to the army to get the maximum benefit from the cart instead of being able to run him near a flank to support that area with spells which the other characters are in the central fight.....this is a debate I will just have to play-test some to determine which I line the best.
My other primary debate is the value of the second vampire (Vampire- Dark Acolyte, Avatar of Death, Enchanted Shield, Talisman of the Lycni @ 175). I can make up the additional magic he brings simply by converting the Red Fury to Master of the Dark Arts on the Boss. Primarily he adds hitting power to a third combat unit and offers the flexibily of the 18" solo charge to chariot hunt or go after other soft targets. I really like his configuration and the flexibility he offers but I look at the points cost and am not too happy with him. The same amount of points could get a second varghulf, another unit of black knights, some other support units, or be used to significantly increase the size and stability of all my current units.
My problem with all of these choices is that while I can easily make up the magic he brings by swapping around the boss, it would be at the expense of combat effectiveness on the boss. I think the varghulf would make up for the combat power of the lost hero but I don't know that it would make up for both the loss of power from the hero and the decreased combat power of the boss. I think initially I will play a few games with it like this and then decide if I want to try it the other way without the second vampire.
One other piece I don't like is the absence of ghouls. A unit of ghouls brings a lot to the table for fighting against unarmed opponents (slayers, swarms, flaggellents, etc). With decent initiative, two attacks, and poison they can do significant damage to these types of targets and with their toughness even do all right against normal ranked infantry. Though I was initially dissappointed about their becoming undead and losing skirmish in some of the above roles they are actually better now as they are healble and unbreakable. The main reason I haven't fit them in is I have an issue with fielding multiple troop types that I can't take above starting stength. I don't mind that restirction with the GG and BKs as I don't need to take them above starting and at least can now heal them; however, with something as fragile as the ghouls (with undead rule/crumbling to combat resolution) I do have an issue there as I can't afford the other Master power to be able to increase them above starting size. Granted with 15 of them- if I fit in the points- it might not be an issue, I would just have to use them more carefulyl than I would like. Initially I will try a few games without them and then see if I need them or not.
All in all, above is the list I am currently looking at for VC under the new book. The changes will be tested after I have got in some games with it but for now this is the list I will start with. Feel free to provide some feedback and critiques of either the army as a whole or specific pieces you don't like with reasoning for/against the choices.
WC
new VC list:
Count- Level Three, Red Fury, Lord of the Dead, Avatar of Death, Walach’s Bloody Hauberk, Book of Arkhan, Cursed Book @ 420 pts
Vampire- Dark Acolyte, Lord of the Dead, Flayed Hauberk, Black Periapt, Biting Blade @ 190 pts
Vampire- Dark Acolyte, Avatar of Death, Enchanted Shield, Talisman of the Lycni @ 175
Necromancer- Extra Spell, Dispel Scroll, Power Stone @ 115
*Corpse Cart- Unholy Loadstone @ 100 pts
Skeletons x 24- Full Command, Banner of Endless Nightmare @ 237 pts
Skeletons x 24- Full Command, Banner of Hellfire @ 222
Skeletons x 12 @ 96 pts
Zombies x 20- Musician @ 84 pts
24 x Grave Guard- Full Command, War Banner @ 343
6 x Black Knights- Barding @ 168
Varghulf @ 175
Total: 2250
Models: 116
Few things I am still debating; one of these is the Corpse Cart w/unholy loadstone. Without making it the Necro's mount it can't join a unit and would be free range behind my main battle line. With the loadstone it gives +1 model to each Invocation tageting a unit within six inches of the cart. Behind my lines with a 50mm frontage that the six inch radius it would basically be ble to cover a thirteen inch deployment block of the battle line. This would enable it to reach all four of my primary battle line units- the Grave Guard, both large skeletons, and the zombies; its range would fully envelop two of the units with a two inch gap between them and clip the two flanking units with an inch and a half space between them and the center units. The two main reasons I am considering the cart at the +1 model on invocations and the bound spell. With the bbound spell hitting all the same units- of which three would likely have the characters in it- they become a lot more survivable with the strike first. The Vampires whould do enough damage to most charging units (when the spell goes off) to minimize the casualties the units take. On the other side, the bonus to invocation should net me an additional 2-3 models per turn. If these numbers are accurate that should allow the cart to pay for 50-60% of its value in the first 4 turns just in summoning not counting the potential combat benefits.
The other piece I am debating with the cart is the value of making the cart the mount for the necro. I think this would make the cart more survivable as it would then (as a ridden monster) be able to join the back (12 man) unit of skeletons behind my lines and not be able to be picked out with shooting. However, this does make the necro more accessable in combat and less maneuverable when he is on the run from character hunters and requires him to remain central to the army to get the maximum benefit from the cart instead of being able to run him near a flank to support that area with spells which the other characters are in the central fight.....this is a debate I will just have to play-test some to determine which I line the best.
My other primary debate is the value of the second vampire (Vampire- Dark Acolyte, Avatar of Death, Enchanted Shield, Talisman of the Lycni @ 175). I can make up the additional magic he brings simply by converting the Red Fury to Master of the Dark Arts on the Boss. Primarily he adds hitting power to a third combat unit and offers the flexibily of the 18" solo charge to chariot hunt or go after other soft targets. I really like his configuration and the flexibility he offers but I look at the points cost and am not too happy with him. The same amount of points could get a second varghulf, another unit of black knights, some other support units, or be used to significantly increase the size and stability of all my current units.
My problem with all of these choices is that while I can easily make up the magic he brings by swapping around the boss, it would be at the expense of combat effectiveness on the boss. I think the varghulf would make up for the combat power of the lost hero but I don't know that it would make up for both the loss of power from the hero and the decreased combat power of the boss. I think initially I will play a few games with it like this and then decide if I want to try it the other way without the second vampire.
One other piece I don't like is the absence of ghouls. A unit of ghouls brings a lot to the table for fighting against unarmed opponents (slayers, swarms, flaggellents, etc). With decent initiative, two attacks, and poison they can do significant damage to these types of targets and with their toughness even do all right against normal ranked infantry. Though I was initially dissappointed about their becoming undead and losing skirmish in some of the above roles they are actually better now as they are healble and unbreakable. The main reason I haven't fit them in is I have an issue with fielding multiple troop types that I can't take above starting stength. I don't mind that restirction with the GG and BKs as I don't need to take them above starting and at least can now heal them; however, with something as fragile as the ghouls (with undead rule/crumbling to combat resolution) I do have an issue there as I can't afford the other Master power to be able to increase them above starting size. Granted with 15 of them- if I fit in the points- it might not be an issue, I would just have to use them more carefulyl than I would like. Initially I will try a few games without them and then see if I need them or not.
All in all, above is the list I am currently looking at for VC under the new book. The changes will be tested after I have got in some games with it but for now this is the list I will start with. Feel free to provide some feedback and critiques of either the army as a whole or specific pieces you don't like with reasoning for/against the choices.
WC