Hello, there's a tourney coming at the end of the September and I wanted to try out my Vampire Counts (if I can paint enough models :lol: ). The game size is 2400 and there's a couple of comps used.
- No special characters.
- No two same rare choices.
- No Power Scroll from the big rule book.
- No more than three same war machines.
- No more than six chariot units.
The comps are fine IMO, many special characters are just too good, and Power Scroll and double Hydras are both redicilous. Anyway, here's the list I was planning to use.
Vampire Lord
- Red Fury, Infinite Hatred, Walking Death
- The Flayed Hauberg, Sword of Quarrel, Dawnstone
= 395 points.
Wight King
- battle standard bearer
- Sword of Kings, Gem of Blood
= 150 points.
Vampire
- The Forbidden Lore (Lore of Shadows)
- Helm of Commandment, Channeling Staff
= 180 points.
Necromancer
- Invocation of Nehek, Vanhel's Dance Macabre
- Dispel Scroll
= 95 points.
Necromancer
- Invocation of Nehek, Vanhel's Dance Macabre
- Black Periapt
= 85 points.
30* Ghouls
- Ghast
= 248 points.
30* Skeletons
- full command
- Warbanner
= 285 points.
22* Zombies
- standard bearer, musician
= 100 points.
5* Dire Wolves
= 40 points.
5* Dire Wolves
= 40 points.
Corpse Cart
- Balefire
= 100 points.
24* Grave Guards
- full command group, great weapons
- Banner of the Barrows
= 387 points.
6* Fell Bats
= 120 points.
Varghulf
= 175 points.
There!
I'm not sure which one is better choice, casting or fighting lord, so I decided to take a fighting one. A Wight King BSB with some good killing stuff was added too, as was a support Vampire with Lore of Shadows and HoC. She's there for giving some WS for some of our units and trying to make enemies weaker. A couple of Necromancers were taken because of VDM. The main strategy is to stick the Lord in the unit of Ghouls, Wight King in Grave Guards and other characters in Skeletons.
Cores then. A big unit of Ghouls work as good bodyguards for my Vampire Lord. Skeletons are my bunkering unit and Zombies were added because I yet didn't fill core. Two units of Dogs wre taken, mainly because of easier debloyment and blocking. I'm not quite sure about these but they'll do. A Corpse Cart is there just for trying to give ASF for my units.
Specials. A big unit of Grave Guards works as a good hammer, Fell Bats are going to hunt war machines. Rares were rounded off by a Varghulf.
What do you think? The main plan is to take my hard units in close combat (Grave Guards and Ghouls, Varghulf gives some support) and hang back with support units (Skeletons, Corpse Cart, Zombies).
Magic should do fine (I have four guys who roll for channeling, one with 5+) as my close combat troops.
What would you do differently? Is a casting lors better choice than a fighty one? What should I drop/add?
- No special characters.
- No two same rare choices.
- No Power Scroll from the big rule book.
- No more than three same war machines.
- No more than six chariot units.
The comps are fine IMO, many special characters are just too good, and Power Scroll and double Hydras are both redicilous. Anyway, here's the list I was planning to use.
Vampire Lord
- Red Fury, Infinite Hatred, Walking Death
- The Flayed Hauberg, Sword of Quarrel, Dawnstone
= 395 points.
Wight King
- battle standard bearer
- Sword of Kings, Gem of Blood
= 150 points.
Vampire
- The Forbidden Lore (Lore of Shadows)
- Helm of Commandment, Channeling Staff
= 180 points.
Necromancer
- Invocation of Nehek, Vanhel's Dance Macabre
- Dispel Scroll
= 95 points.
Necromancer
- Invocation of Nehek, Vanhel's Dance Macabre
- Black Periapt
= 85 points.
30* Ghouls
- Ghast
= 248 points.
30* Skeletons
- full command
- Warbanner
= 285 points.
22* Zombies
- standard bearer, musician
= 100 points.
5* Dire Wolves
= 40 points.
5* Dire Wolves
= 40 points.
Corpse Cart
- Balefire
= 100 points.
24* Grave Guards
- full command group, great weapons
- Banner of the Barrows
= 387 points.
6* Fell Bats
= 120 points.
Varghulf
= 175 points.
There!
Cores then. A big unit of Ghouls work as good bodyguards for my Vampire Lord. Skeletons are my bunkering unit and Zombies were added because I yet didn't fill core. Two units of Dogs wre taken, mainly because of easier debloyment and blocking. I'm not quite sure about these but they'll do. A Corpse Cart is there just for trying to give ASF for my units.
Specials. A big unit of Grave Guards works as a good hammer, Fell Bats are going to hunt war machines. Rares were rounded off by a Varghulf.
What do you think? The main plan is to take my hard units in close combat (Grave Guards and Ghouls, Varghulf gives some support) and hang back with support units (Skeletons, Corpse Cart, Zombies).
Magic should do fine (I have four guys who roll for channeling, one with 5+) as my close combat troops.
What would you do differently? Is a casting lors better choice than a fighty one? What should I drop/add?
?