Yesterday I was utterly trashed by an O&G list. I was down to my breaking point in round 2. We kept on playing, but regardless I got wiped in the end. Now this is something new for me as a VC player. These things rarely happened in 7th. I thought I had a balanced list and was shocked how fast it dissapeared from the board.
So, let the discussion begin. How do competative lists look like in 8th? From my limited experience, here is my view.
The lord: since we lack shooting we need magic to whittle down the enemy ranks. 30 orcs with add. choppas are pretty scary when they get to combat unmolested. So, we need a good caster. Been trying a caster/combat lord and I´ve found out that increased strength is better than lots of attacks. Against T4 stuff you really want to be wounding on 2´s.
Hero vampires: they seem very expensive for what they do. I will probably be using one to carry the helm and with the forbidden lore. 3 attacks in combat wont do much, especially when he costs almost 200pts! It´s all about support.
WK BSB: While beeing tough with T5 and 3W, they are by no means invincible. A good combat charachter will kill him if you fail to KB him first. I´d go with a ward save on this one. Other WK´s can be more offensive with the sword of kings and gem of blood.
Necromancers: wonderful little things. There to carry the dispel scroll and VHD. Great at repairing units and if you have several of them you can try the 1 dice spam. If one fails, the others just keep going.
Skeletons: they die very fast, even in big units. Will mostly use them as bunkers as we still need the banners. If I use them for combat, then they need to be 40 minimum.
Ghouls: a lot better IMO, but still keep them big, 30 or so. They are better taking charges than actually charging. That means that you can heal them up in your following round. If they charge and things go bad, you are stuck there 2 combat rounds before you can do anything. They take the punishment, dish some back and get healed up
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Fell bats vs Dire wolves: I´d go with dire wolves. Seems like they do the same things a lot cheaper. They can keep hard enemy units occupied one round of combat at least.
Grave guard: a must have unit in competative armies. Should be buffed with the helm for best effect. You really want those kills to count.
Rares: Vargulfs crumble very fast. Should take on lighter units to make sure he wins. Better have 2 or none IMHO. Coach seems like a good investment and I can see a use for wraiths aswell. Would have done a big difference in my last game. If I take wraiths, then I would probably be looking at some of the new dispel scrolls aswell.
What do you guys think? VC arent as good as they used to be. IMO we need to make competative lists to stand a chance against the new top armies (empire, O&G etc.).
So, let the discussion begin. How do competative lists look like in 8th? From my limited experience, here is my view.
The lord: since we lack shooting we need magic to whittle down the enemy ranks. 30 orcs with add. choppas are pretty scary when they get to combat unmolested. So, we need a good caster. Been trying a caster/combat lord and I´ve found out that increased strength is better than lots of attacks. Against T4 stuff you really want to be wounding on 2´s.
Hero vampires: they seem very expensive for what they do. I will probably be using one to carry the helm and with the forbidden lore. 3 attacks in combat wont do much, especially when he costs almost 200pts! It´s all about support.
WK BSB: While beeing tough with T5 and 3W, they are by no means invincible. A good combat charachter will kill him if you fail to KB him first. I´d go with a ward save on this one. Other WK´s can be more offensive with the sword of kings and gem of blood.
Necromancers: wonderful little things. There to carry the dispel scroll and VHD. Great at repairing units and if you have several of them you can try the 1 dice spam. If one fails, the others just keep going.
Skeletons: they die very fast, even in big units. Will mostly use them as bunkers as we still need the banners. If I use them for combat, then they need to be 40 minimum.
Ghouls: a lot better IMO, but still keep them big, 30 or so. They are better taking charges than actually charging. That means that you can heal them up in your following round. If they charge and things go bad, you are stuck there 2 combat rounds before you can do anything. They take the punishment, dish some back and get healed up
Fell bats vs Dire wolves: I´d go with dire wolves. Seems like they do the same things a lot cheaper. They can keep hard enemy units occupied one round of combat at least.
Grave guard: a must have unit in competative armies. Should be buffed with the helm for best effect. You really want those kills to count.
Rares: Vargulfs crumble very fast. Should take on lighter units to make sure he wins. Better have 2 or none IMHO. Coach seems like a good investment and I can see a use for wraiths aswell. Would have done a big difference in my last game. If I take wraiths, then I would probably be looking at some of the new dispel scrolls aswell.
What do you guys think? VC arent as good as they used to be. IMO we need to make competative lists to stand a chance against the new top armies (empire, O&G etc.).
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