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?
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?