2500 BK Bus

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Jan 23, 2012
12
Zombies
12
Core:
40 skeletons w/ full command
40 skeletons w/ full command
30 zombies w/ full command
30 zombies w/ full command
660 points

Lords:
Vampire Lord: Lance, Enchanted shield, heavy armor, barded nightmare, quickblood, red fury, fear incarnate, dispel scroll with lore of death. 390
Master Necromancer: Level 4, cursed book, lore of vampires. 235
625

Heroes:
Necromancer: Level 2, corpse cart, unholy lodestone, staff of damnation, lore of vampires. 260
Vampire: Shield, heavy armor, barded nightmare, Level 2, dark acolyte, AoDM, lore of vampires. 212
Wight King: Great Weapon, Barded skeletal steed, nightshroud. 150
622

Special
15 BK w/ barding, lances, full command, and screaming standard. 445
3 vargheists with champion. 148
593

2500 on the dot.
I'm aiming for a competitive well balanced army; so, the skeletons go forward and with the master necromancer in a unit of zombies. The Corpsecart hangs behind the main line while the BK/Vampire lord/Vampire hero/WK and the vargheists as flankers.

Magic wise, the goal is to start with IoN, cursed book, etc. then try to get some dice back with the lore of death on the vampire lord and try IoN again.
 
I like your interpretation of the BK star, and it'd definately work. You did 2 things I always try to avoid when building a BK star, though. It has nothing to do with the effectiveness of the bus, which depends on the characters, but more on the delivery system:

*) Run your level 4: you need the level 4 in the unit, as he has to raise Black Knights. In the BK, he can go in the second rank, in the skeletons, he's insanely vulnerable: sniping, heck, 5 dark riders charging in will kill him... So give him a steed, or better yet, drop him, make the lord level 4 and save yourself some points
*) The key to running a bus list is not the bus, but the chaff. Do you have more dire wolves and hex wraiths?
*) What you did incredibly right, was to not overdue the killing potential of the bus. Point is not to break on the charge, the point is to break on your opponents turn, reform in their turn, and charge again in yours. Vamps lack the flexibility elves have in this regard, yet it still looks okay. Use chaff to charge fleeing troops off the table. You can even drop the lances, if you want.

Also, cut some unneeded things, Like Fear incarnate, the Wight King, Dark Acolyte.
 
Hmmm... Here I go again

Core:
40 skeletons w/ full command
39 skeletons w/ full command
25 zombies w/ full command
25 zombies w/ full command
625 points

Lords:
Vampire Lord: Level 4, lance, enchanted shield, heavy armor, barded nightmare, quickblood, red fury, cursed book, ironcurse icon, with lore of vampire. 485
485

Heroes:
Necromancer: Level 2, corpse cart, unholy lodestone, staff of damnation, lore of vampire. 260
Vampire: Shield, heavy armor, helm of discord, barded nightmare, Level 2, AoDM, lore of death. 217
Necromancer: Level 2 lore of vampire. 100
577

Special
15 BK w/ barding, lances, standard bearer, hell knight, and screaming standard. 435
3 vargheists. 138
573

Rare
Mortis Engine, Blasphemous tome
240

2500 on the dot again. I dropped the necomancer and a few other things here and there to squeeze in a mortis engine to help out with my line since the regen and 2+ to lore of vamp should prove useful. Other than that same general idea.
 
Coming from High Elves, I can tell you that with a list like this and a single concentration of combat power, you need chaff and the ability to destroy your opponent's chaff. All your combat ability comes from the BK bus and currently, a single eagle or sabretusk (or sim.) could redirect them out of the game or at least hold them up. In a similar manner, the key to getting the combats you want is in the chaff of your own and redirecting your opponent's units. I think a couple of units of wolves will vastly improve this list.

I also think you need something to help clear away chaff. At the moment all you have is a couple of spells as long as you roll the right ones. The Ruby Ring might be a good option here.

Other than that, I don't think the Mortis Engine is particularly useful here. Giving most of your units a 6+ regen is pretty worthless and the +2 to cast will be situational at best as your bus is likely to be outside it's range of influence during most of the game. Maybe exchange for sprits or hexwraiths to take out enemy redirectors and go after war machines.
 
Rainbows is right. What's the purpose of those Zombies and Skeletons? Breaking steadfast? You don't think your opponent is gonna be steadfast after being hit by arguably the hardest hitting unit in Warhammer? They're not gonna see combat, as they won't be marching, unless you keep your bus back, in which case, why go for a bus? Drop the skellies for dire wolves, find room for hex wraiths. That's what's optimal. Then again, that isn't always the way to go... ;)
 
Lots of fat here. Necro on corpse cart with staff of damnation not really gonna help much as the only units within 6" of it will zombs or skellies.
I'd drop him and the ME and nab 2 units of 7 Hexwraiths, a SH, and 2 fell bats.
Get your General a Ward Save!
Make that other necro a Lvl 1 with dispel scroll and bunker him up in some zombs.
Definitely get some wolves from a unit of skellies.
Your hero vamp could use some work too.
 

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