2250 Tournament Army

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Staks

Zombie
Feb 27, 2008
46
Zombies
34
Well i never played VC's in 6th edition, but with the release of the new book i've jumped on the VC train and loving every minute of it so far. Tomorrow will be my first game with the dead boys, and i just hope my opponent brings a standard tournament list, not some ghost buster tweaked army.

Count Stakula
Vampire Lord
Hellsteed (flying steed)
+1 magic level
Master of black arts (generates +2 power dice)
Lord of the dead (+1 to casting invokaction of nehek, and can icnrease skellies past starting size)
Forbidden lore (can choose another magic lore and get every spell from that lore)
Helm of commandment (pass on WS to another unit)
The Flayed Hauberk (2+ armour save)

Total 440

Selene
(Vampiress Hero)
Avatar of Death (Gain GW & HA)
Lycni boots (movement 9)
The book of Arkhen (3+ bound vanhels)

Total 280

Baronesse Von Belinda of the Stakul
(Vampiress Hero)
BSB
Walking Death (+1 combat res)
Lord of the dead (+1 to casting invokaction of nehek, and can increase skellies past starting size)
Banner of Endless Nightmare (can have up to +4 ranks for combat res)

Total 190

Necromancer (name to be decided)
Corpse Cart
Unholy Loadstone (+1 model resurrected from invocation of nehek)
Extra spell
Powerstone

Total 190

20 x Zombies (80)

20 x Skeletons (193)
- Standard
- Warbanner

10 x Skeletons (88)
- Standard

20 x Grave Guard (258)
- Standard, Muso

5 x Wolves (40)

5 x Wolves (40)

5 x Fell bats (100)

5 x Blood Knights (275)

1 x Vargulf (175)

Total 2249

The skeleton units appear a little small to begin with, but obviously the lord of the dead bloodlines on the two characters will be pumping 8 dice per turn into these units to get them up to a decent size. I've decided on forbidden lore for my general as I like the flexibility it offers in a tournament environment, something I had always considered to be a big advantage to my opponents when they chose their lore after looking at my army list.

I can't decide whether to take unholy loadstone or balefire on the corpse carts. Initially balefire seemed like the obvious choice, ideally two corpse carts with balefire would be nice but then i looked at what my armies strength was, and i believe it's in amassing two huge units of skeletons so the unholy loadstone would assist with this. I also plan at this stage to put the necromancer in the big unit of skeletons, yes he is an easy target and will most likely die (although not that easily when my general provides that unit his WS7) it means not many skeletons are exposed for combat, and many of the attacks will need to be allocated against the cart itself which is T4 with a 4+ ward save.

Many people are snubbing Blood Knights but to me they are the clear standout in the army. Almost everyone who has looked at my army list has said to drop them as they are too expensive and one round of shooting from some bolt throwers will removing enough hitting power to make them useless. I totally disagree, and am of the opinion that since they can be healed back to full strength with invocation (allbeit only 1 model per casting) they are a unit that will need to be entirely wiped out or else will be causing all sorts of grief to our opponents. Most people forget that every unit can be healed, so unless a unit is completely wiped out it will keep growing back to full strength, hence the reason i have gone for a magic heavy lord instead of the combat option.

The major change i think the army needs is for my BSB to have a better armour save, but I feel the only way to do this would be to drop walking death for avatar of death. I'd prefer not to do this, but may be forced to if he becomes a soft target.

Thoughts?
 
ill read and critque proper later... but you may want to remove what certain items do (not sure if its legal or not ;) )
 
Looks preaty solid. I'd say to find some points for Banner of the Barrows on your Grave Guard...one of our best banners since you can have your GG hit on 2s with the helm of command.

Keep in mind that you can not join a unit while riding a hellsteed so you're general is stuck in the open.

Give the list a try and let us know how badly you spank your opponent ;)
 
Played against a very seasoned Bretonnian and Dwarf general last night. He was using his bretonnians which i was quietly confident about before the game started as I know if brettonians don't bust a unit on the charge they get stuck and swamped.

I ended up with a minor victory (450 points) which wasn't too bad considering this was the first time I had ever touched a vampire army (long term goblin general).

All i can say is expect people to bringing more dispel dice than usual against you form now on. The amount of magic devistation this army has is unbelievable.

The two units I was most curious about were the Vargulf and blood knights. Blood knights are awesome on the charge, i honestly can't think of anything which could stand up to them but it's the frenzy you need to control. My way around it was to screen them until the end of the movement phase and then train vanhels or other movement spells on them into a combat (head on, didn't matter these guys are so destructive). Two thumbs up from me but just be very careful with the frenzy.

The Vargulf i'm not quite as sold on, but with the ability to use ward saves on crumble tests made him very good. To me his real purpose is to be placed on a flank with black knights, wolves etc so that they can benefit from his vampire aura and march, then send him off to deal with shooters, warmachines etc. I wouldn't send him up against much more than fast cav, 10 basic infantry, archers or warmchines though. Having said that, he can hold up an elite unit for a turn or two thanks to being able to ward save the crumble wounds.

Anyway I had a ball playing this army, so many tricks just like my goblins. Very satisfying :)

(btw, nothing annoys your opponent more than speaking like the count from sesame street while you raise your skeletons) "One skeleton! Two skeletons, three skeletons, arh arh arh!" :mrgreen:
 
Have you thought about bringing two vargs to a game? Would that make any difference in playing/strategy?
 
First off, welcome to the fold and congrats on the performance with the army so far. My comments are going to be geared more towards an all comers or tournament environment rather than towards specific match ups. Hopefully I will be able to provide something of value in my comments below.

Staks said:
Count Stakula
Vampire Lord
Hellsteed (flying steed)
+1 magic level
Master of black arts (generates +2 power dice)
Lord of the dead (+1 to casting invokaction of nehek, and can increase skellies past starting size)
Forbidden lore (can choose another magic lore and get every spell from that lore)
Helm of commandment (pass on WS to another unit)
The Flayed Hauberk (2+ armour save)

Total 440

Interesting character set-up definitely geared for high magic support and maneuverability. However, being your general (for what that means to a VC army) and being as exspensive as he is I think he needs a little better/more protection. The Hauberk gives him a great armor save but being on a flyer means he can't join any unit in your army so unless he is always hid behind terrain you will need to worry about war machines targeting him and denying his armor save. If you are going to keep him as a support character I would seriously recommend adding the Wristbands of Black Gold to protect him from the cannons and bolt throwers (and all other ranged attacks as well). With the wristbands on him you could easily move the Hauberk to the BSB for greater survivability there and possibly add something else or just go without armor relying on the ward save.

Staks said:
Selene
(Vampiress Hero)
Avatar of Death (Gain GW & HA)
Lycni boots (movement 9)
The book of Arkhen (3+ bound vanhels)
Total 280

You have plenty of space on her for more bloodline powers- adding Dark Acolyte would further enhance your magic phase. It is hard for me to put the book of arkhan on a thrall that I want to serve another purpose as its cost prohibits adding a lot of the other useful toys. Might consider shuffling the talisman to another character and adding the enchanted shield in its place or move the Book to the boss if you drop the Hauberk there and just run this one with the talisman and EC. This would also give you room to add a scroll if you want- I consider a scroll as a must for any army regardless of how many dispel dice I have as there is always that one spell that you can't afford to throw dice at.

Staks said:
Baronesse Von Belinda of the Stakul
(Vampiress Hero)
BSB
Walking Death (+1 combat res)
Lord of the dead (+1 to casting invokaction of nehek, and can increase skellies past starting size)
Banner of Endless Nightmare (can have up to +4 ranks for combat res)
Total 190

Move the Banner of Endless Nightmare to either the second unit of skeletons or to the grave guard. I don't like taking a magic banner on a character on foot as it prohibits you from taking other magic items. The points you free up from the banner will allow you to add the Flayed Hauberk (dropping it fromn the boss) for better protection.

Staks said:
Necromancer (name to be decided)
Corpse Cart
Unholy Loadstone (+1 model resurrected from invocation of nehek)
Extra spell
Powerstone
Total 190

Great configuration; however, with some of the above swaps (if you don't take the scroll) you might be able to add another power stone to him for another "reliable" Danse.

Staks said:
20 x Zombies (80)

20 x Skeletons (193)
- Standard
- Warbanner

10 x Skeletons (88)
- Standard

20 x Grave Guard (258)
- Standard, Muso

No real argument against the above choices though I think the skeletons need to start larger. 10 skeletons are too easy to kill beofre you get a chance to beef them up. I am also a huge supporter of full command groups in skeleton units as the champs help protect you characters from challenges allowing them to focus on killing rank and file troops and they (the champs) are also good for casualty minimalization by snatching up champs/characters in challenges to prevent them from killing multiple rank and file in a turn. With the new invocation you can get these back on each of your magic phases to keep the continuous challenges alive. Also want to reiterate moving the magic banner off the BSB to one of the above units eleigible to carry it instead.

Staks said:
5 x Wolves (40)

5 x Wolves (40)

5 x Fell bats (100)

5 x Blood Knights (275)

1 x Vargulf (175)
Total 2249

I am not a big fan of Dire Wolves or Bats in general but will save that argument with N.I.B. for another thread sometime........in this army they units seem to work together witht he wolves being a good screen/frenzy control unit for the blood knights. The BKs look good on paper but I am not wild about their points cost- you can get a lot of other stuff for the same amount of points; however, if you were to take them I would at least want to scrape the points for a banner in the unit. The easiest place to get the points would be to drop a fat though they wouldn't have the size necessary to cross-fire at that point.

Not necessarily a focused critique of the army as a whole but rather some quick initial thoughts on the configurations of the units and characters.

WC
 
Thanks WC,

Post game thoughts were almost identicle to yours with character setups. I am dropping the 2+ armour save from my general and giving it to the bsb (at the expense of his magic banner) and giving the general the 3+ ward vs magic/shooting. I am also tossing around the idea of removing the +2 powerdice bloodline from the general and giving him the +1 magic level bloodline. This will mean i generate 1 less dice, but more importantly it allows me to throw 5 dice at the spells i MUST get off. The added bonus of this change is it frees up 20 points to put some champs in my skeleton units.

To be honest i don't think the blood knights need any extra expense in banners / standard bearer. They destroy everything as is, and can be raised (allbeit only 1 model per invocation) back to full strength during the magic phase.

I hope to have another game in the next few days and will post some more thoughts then.
 

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