BK Bus list...

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Cyantific

Zombie
Feb 10, 2012
20
Zombies
18
So, after trying to research the list I thought I'd have a go at writing one I like the look of that covers all bases...

Should I take that list? Are the characters ok? Also is the bus big enough? I'm trying to stay above 5 on the swedish comp system (5.2 currently).

The lvl 1 vampire doesn't have a lance, and I dunno where to find the 8pts to get one?

Is 2 TG ok? Or should I drop one of the TG, take a unit of 3-4 Vargheists and then put the lance on the lvl 1 vampire and add a couple of black knights to the bus?

for 224pts I could take 3 vargheists, a lance on the lvl 3 and 3 more knights in the bus....

Any thoughts? Also, am I right in trying to squeeze mr2 into the bus? (don't think I've got the points for mr3)
 
Hello

You definitely want MR in a knight bus, so yeah, excellent choice.
The TG's are fine but vargheists are a nice option. It's personal preference, really.
I prefer RF over QB. You could drop the level upgrade from the hero and the DBG to change QB on both vamps to RF (unless the comp system affects it?)
 
Seneschal said:
Hello

You definitely want MR in a knight bus, so yeah, excellent choice.
The TG's are fine but vargheists are a nice option. It's personal preference, really.
I prefer RF over QB. You could drop the level upgrade from the hero and the DBG to change QB on both vamps to RF (unless the comp system affects it?)

Cheers for the response. do you think the alternative 224pt option would be better/more useful than a 2nd TG? How necessary is the lance on the 3rd vamp?

Also, RF... is it really gonna equate to more damage output than QB on the baby vamps? Every thread I've checked on this type of list has had QB on the baby vamps... I don't think the comp system would complain too much about it.

Also wouldn't dropping the death vamp down to lvl 1 neuter his ability to ever get a snipe out?
 
You know, the black coach might be something to consider. Don't get me wrong, two screams is great... but having the threat of something that's going to power up may draw the early fire away from the TG. Might buy you more maneuverability since 2 TGs and a bus is going to be an insane footprint. Plus, the coach can move on its own fairly well, unlike the TGs who have to stay close to the bus. Cheaper and might be fun to try. Alternately, a varghulf would be even cheaper and fill a similar role as an independent threat.

Along the lines of 'all eggs in one basket': try a unit of hex wraiths. If your choice has to stay close to the bus anyways, a unit of hex's can be pretty frightening for someone with limited magic offense. I find this can be very attention-getting even with a terrorgheist on the board... plus they're even cheaper than a TG and can heal up faster

-aki
 
The bus list is by far my fav. and it is effective.

As far as Red fury vs. Quickblood, I have found red fury to put out more damage on the babes. People often swap in quick blood for points and for comp. So, if you have teh points go Red fury. If you have to deal with comp, then quickblood.

That's my experience anyway.
 
The Sun King said:
I wouldn't bring The Other Trickster's Shard since it means that you will have to reroll all your Magic Resistance ward saves... except for your VL of course.

Also I would drop the Zombs to 20 and take 40 ghouls with ghast.

I assumed you just put the VL on the corner of the unit with none of the other vamps near him so the only rerolls would be on black knights that you can raise back up anyway? Or am I wrong on that? I'm assuming that if I am then the MR is more useful than the other tricksters shard? What should I take in its place?

Wouldn't 20 zombs just be a waste of space/time? I originally had it that way round but figured that they might actually tarpit something if there was 50 of em.

No one seems to be commenting on the lack of lance on the 2nd baby vamp, so I assume it's not so much of an issue?

Edit: working it out to the comp system it turns out I got the maths wrong on the previous list anyway... heres a new list:

Vampire Lord (as above, )
Vampire (as above, but with red fury instead of quick blood)
vampire (as above, but with a lance and red fury instead of quick blood)
core choices: as above
black knights: as above
spirit hosts and fellbats as above
3x Vargheists
1x Terrorgheist.

That leaves me with about 39pts spare but only 8 SS points, which due to the soft score requirements (5) means that I think the only thing I can do in this situation is add 1 fellbat to each existing unit of fellbats.
 
Give the 2nd Vampire a Lance, it's too cheap not to.

Regarding the rerolls you're right you can just put him on the corner of the unit and then 3 Black Knights will have to reroll their Ward Saves. Probably not a big issue, and the OTS is a pretty helpful item when facing alot of enemies especially Daemons and other Characters.

No 20 Zombs are the way to go. Maybe not in a Cav list but generally you don't want to field them bigger since you can raise them beyond starting size and they raise at 2d6+level which means they'll hit the 40 mark in no time. But since all your casters are away on wrecking-face-business I guess you can't raise them, still 20 Zombs still prevent overrun due to the new faq which states that you cannot overrun a unit that crumbles(not that I ever played an opponent who thought otherwise anyways). Long story short: 20 Zombs are a perfect speedbump. It's not a waste of time for you, it's a waste of time for your enemy ;)
 
Sunny has the right of it with the lance and zombie size. I'll point out that by splitting the zombies into 2 groups you add a drop during deployment (which is helpful in getting the match-up you'll want with your bus).
 
The bus is just about one model too few. Picky I know, but I shoot for 11+. I've had fewer get wiped out before I could IoN them back. Maybe ace one unit of Direwolves? You almost have too many redirectors. This coming from a guy who loves redirectors.
 
Cheers for the replies guys.

The knights have to stay at 10 unfortunately, if I add even one my comp score goes down to like 3.8 because of the stacking penalties of running the bus in the first place. (the comp system is here if you want to take a look at it: http://swfbr.ipbhost.com/index.php?showtopic=4494)

should I drop the zombies to 20 and add more ghouls, or should I just split the zombies in 2?

Edit: I *might* be able to squeeze in 1-2 more knights if I drop some chaff (a unit of bats and a unit of hounds). I'll see how the comp score adds up this evening.
 

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