Velmates said:
This brings me to my point: could you post your list and some strategic advice on how you plan your units should interact? If you don't want to post it maybe you could give some advice on what units would be good to have.
Thanks! I wanted to use the CT since I started VC bc of the great model. But the general bad opinion on it always kept me from buying it...
Coven (Vampire Counts) - 2,497 points
Lords
Isadora Samaniego (Vampire Lord) (538)
Heavy Armor, Shield
Level 4
Barded Nightmare
Talisman of Preservation, Ogre Blade, Other Trickster's Shard
Heroes
Sisters Three (Vampire on Coven Thron) (459)
Dragon Helm, Dawnstone
Lance, Heavy Armor, Shield
Lore of Death
Battle Standard Bearer
Necromancer (105)
Rod of Flaming Death
Cairn Wraith (60)
Core
5 Dire Wolves (40)
5 Dire Wolves (40)
33 Skeleton Warriors (195)
FC
35 Crypt Ghouls (360)
Crypt Ghast
Special
1 Spirit Host (45)
1 Spirit Host (45)
1 Spirit Host (45)
10 Black Knights (340)
FC; Banner of the Barrows
Skeletal Steeds
Rare
Terrorgheist (225)
So, this is the list I took to the most recent tourney. The main theory is that I could run a pretty standard upper tier
VC list and still comp well by fitting in the Coven Throne and taking RoFD instead of the Dispel Scroll (the latter probably being something of a mistake)
In terms of pieces working together. I usually run the VL/Black Knights about as far upfield as I can while staying where my opponent would need a charge roll of 11 or higher to reach me. I then march my Terrorgheist the full 20, trying my hardest to put him where he can get off one solid scream at a high priority target. My general thinking is that the Gheist is a missile: he lacks the defenses to keep him alive, my only concern is taking down a cav block, monster, or moncav before he starts soaking up enemy fire. If none are available, I hold him a bit farther back to clear out a redirector.
The Coven throne rides behind the BK bus' flank, ready to counter charge and staying in Inspiring Presence for Spirit Leech sniping.
During the magic phase, I prioritize trying to get a vanhels to move the gheist behind enemy lines.
Other important spells are Raise Dead (best spell in the lore, bar none), invocation if the gheist has taken wounds, or RoFD/Spirit Leech if my opponent burn through his dispel pool early.
Skeles are your standard denial bus. I keep him just far enough back that RoFD can reach its best target and maybe farther if I needed him to pick up a LoV spell my VL failed to get.
Ghouls I run conservatively with since S3 Poisons excel at some combats but are worthless elsewhere. (Death by armor save is a sucker's game) If my opponent has a monster with an armor save worse than 4+, they'll see if they can get in combat with it early. Otherwise, they stay somewhere back field and try to draw my opponent into going after my most vulnerable point-sink, with Dire wolves and Spirit Hosts redirecting until I can hopefully turn the battle to my favor.
As for the Coven Throne, I make use of its great movement and swiftstride to go after a good target early to clear the field of supporting charges for my VL.
She excels at dropping enemy chariots or low S infantry blocks. Be wary of heroes though, since, and I'll put this in caps so you don't miss it YOUR COVEN THRONE CANNOT DENY CHALLENGES IF THE RIDER IS ALIVE.
Your Throne, along with your BK block, give you two strong threat vectors, which greatly improves your ability to control the flow of positioning in the area of your main engagement.
Once you've broken a unit or two and taken control of an enemy flank, send in your cavalry and chariot to start wrecking face in your enemy's freely exposed army and send in the ghouls if they try to reform to protect their flank.
And, as always, once you're in combat throw away all of this and adapt to what happens in the actual game.