Hey all, I am looking for some critiques of my list I am looking to use at a tournament coming soon.
The tournament is swedish comp, so no end times units or armies, but Lore of Undeath is allowed (since it is comped).
This is what I am looking to take, I am deliberately taking a softer list to try and get into the lower rankings on day 1. I am hoping to surprise other softer lists and do well against my day one opponents and then eek out some small victories or draws day 2 to finish high. I feel like there will be a LOT of warriors of chaos armies at this tournament (they are popular in the meta, especially no end times meta) and this list can surprise a meta warriors army. Between the screams and aura damage even a nurgle demon prince should wither away from the volume of damage.
2500 Pts - Vampire Counts Roster
Master Necromancer (1#, 285 pts)
. . 1 Master Necromancer, 285 pts (General; Level 4 Wizard; Hand Weapon; Fear; Immune to Psychology; Unbreakable; Undead; Unstable)
. . . . 1 Staff of Damnation
. . . . 1 Talisman of Preservation
. . . . 1 The Lore of the Vampires
Master Necromancer (1#, 285 pts)
. . 1 Master Necromancer, 285 pts (Level 4 Wizard; Hand Weapon; Fear; Immune to Psychology; Unbreakable; Undead; Unstable)
. . . . 1 Black Periapt
. . . . 1 Talisman of Endurance
. . . . 1 The Lore of Undeath
Wight King (1#, 165 pts)
. . 1 Wight King, 165 pts (Battle Standard Bearer; Hand Weapon; Great Weapon; Heavy Armour; Fear; Immune to Psychology; Killing Blow; Unbreakable; Undead; Unstable; Always Strikes Last)
. . . . 1 Nightshroud
. . . . 1 Dragonbane Gem
. . . . 1 Ironcurse Icon
Vampire (1#, 246 pts)
. . 1 Vampire, 246 pts (Level 2 Wizard; Hand Weapon; Heavy Armour; Shield; Fear; Immune to Psychology; Unbreakable; Undead; Unstable; Vampiric)
. . . . 1 Sword of Anti-Heroes
. . . . 1 Dragonhelm
. . . . 1 Seed of Rebirth (Regeneration (6+))
. . . . 1 Red Fury
. . . . 1 The Lore of the Vampires
Zombie Horde (30#, 100 pts)
. . 30 Zombies, 100 pts (Musician Mus; Standard Bearer Std; Always Strikes Last; Fear; Immune to Psychology; The Newly Dead; Unbreakable; Undead; Unstable)
Zombie Horde (30#, 100 pts)
. . 30 Zombies, 100 pts (Musician Mus; Standard Bearer Std; Always Strikes Last; Fear; Immune to Psychology; The Newly Dead; Unbreakable; Undead; Unstable)
Zombie Horde (21#, 73 pts)
. . 21 Zombies, 73 pts (Musician Mus; Standard Bearer Std; Always Strikes Last; Fear; Immune to Psychology; The Newly Dead; Unbreakable; Undead; Unstable)
Dire Wolves (5#, 40 pts)
. . 5 Dire Wolves, 40 pts (Slavering Charge; Fear; Immune to Psychology; Swiftstride; Unbreakable; Undead; Unstable; Vanguard)
Dire Wolves (5#, 40 pts)
. . 5 Dire Wolves, 40 pts (Slavering Charge; Fear; Immune to Psychology; Swiftstride; Unbreakable; Undead; Unstable; Vanguard)
Crypt Ghouls (27#, 280 pts)
. . 26 Crypt Ghouls, 280 pts (Fear; Immune to Psychology; Poisoned Attacks; Unbreakable; Undead; Unstable)
. . . . 1 Crypt Ghast
Grave Guard (20#, 320 pts)
. . 19 Grave Guard, 320 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Great Weapon; Heavy Armour; Fear; Immune to Psychology; Killing Blow; Unbreakable; Undead; Unstable; Always Strikes Last)
. . . . 1 Seneschal (Hand Weapon; Great Weapon; Heavy Armour; Fear; Immune to Psychology; Killing Blow; Unbreakable; Undead; Unstable; Always Strikes Last)
. . . . 1 Banner of the Barrows
Corpse Cart (2#, 106 pts)
. . 1 Corpse Cart, 106 pts (Balefire; Fear; Immune to Psychology; Impact Hits (D6); Regeneration; Swiftstride; Unbreakable; Undead; Unstable; Vigour Mortis)
. . . . 1 Corpsemaster (Spear; Fear; Immune to Psychology; Regeneration; Unbreakable; Undead; Unstable)
. . . . 1 The Restless Dead (Fear; Immune to Psychology; Random Attacks (2D6); Unbreakable; Undead; Unstable)
Mortis Engine (2#, 220 pts)
. . 1 Mortis Engine, 220 pts (Banshee Swarm; Ethereal; Ghostly Howl; Immune to Psychology; Impact Hits (D6); Large Target; Regeneration; Swiftstride; Terror; The Reliquary; Unbreakable; Undead; Unstable)
. . . . 1 Corpsemaster (Fear; Immune to Psychology; Regeneration; Unbreakable; Undead; Unstable)
. . . . 1 Banshee Swarm
. . . . 1 Spirit Horde (Random Attacks (2D6); Spectral Steeds)
Mortis Engine (2#, 240 pts)
. . 1 Mortis Engine, 240 pts (Blasphemous Tome; Banshee Swarm; Ethereal; Ghostly Howl; Immune to Psychology; Impact Hits (D6); Large Target; Regeneration; Swiftstride; Terror; The Reliquary; Unbreakable; Undead; Unstable)
. . . . 1 Corpsemaster (Fear; Immune to Psychology; Regeneration; Unbreakable; Undead; Unstable)
. . . . 1 Banshee Swarm
. . . . 1 Spirit Horde (Random Attacks (2D6); Spectral Steeds)
NOTES:
The general idea is to setup in a nice formation with ghouls and grave guard in the center, flanked by zombies and then dogs. The smaller zombie unit will be in the back far enough to one side that the Lore of Undeath Master Necro is outside the 12" aura from the blasphemous tomb (so no double miscast for him). Vampire and Wight King go into grave guard unit on one end to provide combat augmentation. The corpse cart is centered behind the ghouls and grave guard for it's aura flanked by both mortis engines.
The goal would be to use dire wolves as war machine hunters or redirectors. If the wolves fail at war machine hunting due to placement, or something similar, then I can use lore of undeath to summon fell bats, spirit hosts, and/or hexwraiths to do that job. eliminate war machines and then it becomes a solid grind fest with the rest of the army. Ghouls take on high toughness low armor opponents or large hordes, and grave guard take on armored units. Zombies claim objectives or tie up super hitty units I don't want to engage immediately.
The regen aura from the mortis engines should keep the army durable, especially the toughness 4 core units (grave guard and ghouls). And if I am lucky, lore of undeath might get me a terrorgheist in play.
I have toyed with replacing one master necro and the baby vamp with a vampire lord, but I am concerned with killing blow. It feels like my vampire lords always end up getting killed by it, no matter how hard I try to avoid it, and being on foot it will be even harder to avoid. Plus I lose redundancy in my lore of vamps and a channel attempt.
I know people recommend starting the game with vargheists or at least fell bats, but its a heck of a lot easier to summon 3 vargheists than 20 grave guard, etc and I didn't have the points for everything. Heck 3 vargheists is easier and less risky to summon than a corpse cart, plus it keeps the comp score low.
The tournament is swedish comp, so no end times units or armies, but Lore of Undeath is allowed (since it is comped).
This is what I am looking to take, I am deliberately taking a softer list to try and get into the lower rankings on day 1. I am hoping to surprise other softer lists and do well against my day one opponents and then eek out some small victories or draws day 2 to finish high. I feel like there will be a LOT of warriors of chaos armies at this tournament (they are popular in the meta, especially no end times meta) and this list can surprise a meta warriors army. Between the screams and aura damage even a nurgle demon prince should wither away from the volume of damage.
2500 Pts - Vampire Counts Roster
Master Necromancer (1#, 285 pts)
. . 1 Master Necromancer, 285 pts (General; Level 4 Wizard; Hand Weapon; Fear; Immune to Psychology; Unbreakable; Undead; Unstable)
. . . . 1 Staff of Damnation
. . . . 1 Talisman of Preservation
. . . . 1 The Lore of the Vampires
Master Necromancer (1#, 285 pts)
. . 1 Master Necromancer, 285 pts (Level 4 Wizard; Hand Weapon; Fear; Immune to Psychology; Unbreakable; Undead; Unstable)
. . . . 1 Black Periapt
. . . . 1 Talisman of Endurance
. . . . 1 The Lore of Undeath
Wight King (1#, 165 pts)
. . 1 Wight King, 165 pts (Battle Standard Bearer; Hand Weapon; Great Weapon; Heavy Armour; Fear; Immune to Psychology; Killing Blow; Unbreakable; Undead; Unstable; Always Strikes Last)
. . . . 1 Nightshroud
. . . . 1 Dragonbane Gem
. . . . 1 Ironcurse Icon
Vampire (1#, 246 pts)
. . 1 Vampire, 246 pts (Level 2 Wizard; Hand Weapon; Heavy Armour; Shield; Fear; Immune to Psychology; Unbreakable; Undead; Unstable; Vampiric)
. . . . 1 Sword of Anti-Heroes
. . . . 1 Dragonhelm
. . . . 1 Seed of Rebirth (Regeneration (6+))
. . . . 1 Red Fury
. . . . 1 The Lore of the Vampires
Zombie Horde (30#, 100 pts)
. . 30 Zombies, 100 pts (Musician Mus; Standard Bearer Std; Always Strikes Last; Fear; Immune to Psychology; The Newly Dead; Unbreakable; Undead; Unstable)
Zombie Horde (30#, 100 pts)
. . 30 Zombies, 100 pts (Musician Mus; Standard Bearer Std; Always Strikes Last; Fear; Immune to Psychology; The Newly Dead; Unbreakable; Undead; Unstable)
Zombie Horde (21#, 73 pts)
. . 21 Zombies, 73 pts (Musician Mus; Standard Bearer Std; Always Strikes Last; Fear; Immune to Psychology; The Newly Dead; Unbreakable; Undead; Unstable)
Dire Wolves (5#, 40 pts)
. . 5 Dire Wolves, 40 pts (Slavering Charge; Fear; Immune to Psychology; Swiftstride; Unbreakable; Undead; Unstable; Vanguard)
Dire Wolves (5#, 40 pts)
. . 5 Dire Wolves, 40 pts (Slavering Charge; Fear; Immune to Psychology; Swiftstride; Unbreakable; Undead; Unstable; Vanguard)
Crypt Ghouls (27#, 280 pts)
. . 26 Crypt Ghouls, 280 pts (Fear; Immune to Psychology; Poisoned Attacks; Unbreakable; Undead; Unstable)
. . . . 1 Crypt Ghast
Grave Guard (20#, 320 pts)
. . 19 Grave Guard, 320 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Great Weapon; Heavy Armour; Fear; Immune to Psychology; Killing Blow; Unbreakable; Undead; Unstable; Always Strikes Last)
. . . . 1 Seneschal (Hand Weapon; Great Weapon; Heavy Armour; Fear; Immune to Psychology; Killing Blow; Unbreakable; Undead; Unstable; Always Strikes Last)
. . . . 1 Banner of the Barrows
Corpse Cart (2#, 106 pts)
. . 1 Corpse Cart, 106 pts (Balefire; Fear; Immune to Psychology; Impact Hits (D6); Regeneration; Swiftstride; Unbreakable; Undead; Unstable; Vigour Mortis)
. . . . 1 Corpsemaster (Spear; Fear; Immune to Psychology; Regeneration; Unbreakable; Undead; Unstable)
. . . . 1 The Restless Dead (Fear; Immune to Psychology; Random Attacks (2D6); Unbreakable; Undead; Unstable)
Mortis Engine (2#, 220 pts)
. . 1 Mortis Engine, 220 pts (Banshee Swarm; Ethereal; Ghostly Howl; Immune to Psychology; Impact Hits (D6); Large Target; Regeneration; Swiftstride; Terror; The Reliquary; Unbreakable; Undead; Unstable)
. . . . 1 Corpsemaster (Fear; Immune to Psychology; Regeneration; Unbreakable; Undead; Unstable)
. . . . 1 Banshee Swarm
. . . . 1 Spirit Horde (Random Attacks (2D6); Spectral Steeds)
Mortis Engine (2#, 240 pts)
. . 1 Mortis Engine, 240 pts (Blasphemous Tome; Banshee Swarm; Ethereal; Ghostly Howl; Immune to Psychology; Impact Hits (D6); Large Target; Regeneration; Swiftstride; Terror; The Reliquary; Unbreakable; Undead; Unstable)
. . . . 1 Corpsemaster (Fear; Immune to Psychology; Regeneration; Unbreakable; Undead; Unstable)
. . . . 1 Banshee Swarm
. . . . 1 Spirit Horde (Random Attacks (2D6); Spectral Steeds)
NOTES:
The general idea is to setup in a nice formation with ghouls and grave guard in the center, flanked by zombies and then dogs. The smaller zombie unit will be in the back far enough to one side that the Lore of Undeath Master Necro is outside the 12" aura from the blasphemous tomb (so no double miscast for him). Vampire and Wight King go into grave guard unit on one end to provide combat augmentation. The corpse cart is centered behind the ghouls and grave guard for it's aura flanked by both mortis engines.
The goal would be to use dire wolves as war machine hunters or redirectors. If the wolves fail at war machine hunting due to placement, or something similar, then I can use lore of undeath to summon fell bats, spirit hosts, and/or hexwraiths to do that job. eliminate war machines and then it becomes a solid grind fest with the rest of the army. Ghouls take on high toughness low armor opponents or large hordes, and grave guard take on armored units. Zombies claim objectives or tie up super hitty units I don't want to engage immediately.
The regen aura from the mortis engines should keep the army durable, especially the toughness 4 core units (grave guard and ghouls). And if I am lucky, lore of undeath might get me a terrorgheist in play.
I have toyed with replacing one master necro and the baby vamp with a vampire lord, but I am concerned with killing blow. It feels like my vampire lords always end up getting killed by it, no matter how hard I try to avoid it, and being on foot it will be even harder to avoid. Plus I lose redundancy in my lore of vamps and a channel attempt.
I know people recommend starting the game with vargheists or at least fell bats, but its a heck of a lot easier to summon 3 vargheists than 20 grave guard, etc and I didn't have the points for everything. Heck 3 vargheists is easier and less risky to summon than a corpse cart, plus it keeps the comp score low.
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