Flying Horror Vamp lord!

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PrinceCharming

Black Knight
Feb 20, 2013
344
Zombies
189
Anyone got a good tactica on this ?

Or maybe some bat reps where it is used, would like to see how other people play, as i tend to just break shit up hahaha :D
 
PrinceCharming said:
Anyone got a good tactica on this ?

Or maybe some bat reps where it is used, would like to see how other people play, as i tend to just break shit up hahaha :D

I haven't used a VL with wings, but I've used a SGK with wings (I like having both rerolls and RF).

I'll be honest - most of the time he just stays in a unit (there are usually too many spells/archers/war-machines to risk him being in the open). However, it just gives me an additional option - if I need a longer charge, or want to charge over a unit into a mage bunker. Basically, I just like it as an extra option, rather than building my strategy around it in any way.

My typical build is:
SGK
- Ogre Blade
- DBG
- OTS
- Flying Horror
- Red Fury
- Beguile

I usually run him in a block of 40 Ghouls. So far, I've only actually jumped out of the unit once (but then, I've been trying other things recently and haven't used a winged Ghoul King in a while). It was a 2v2, with myself and TK (Team Crumblefest) against WoC and Beastmen.

Now, unfortunately, most of the enemy army was opposite me. The TK player's chariot unit was on the edge of the battlefield, and had very little to aim for. On the other hand, I was looking at a Gor Horde (plus hero and 2 casters), 6 Minotaurs and a Doombull, Vilitch in a unit of Chosen, and a Ghorgon/Dragon-Ogre-Shaggoth tag-team.

Anyway, on my second turn, those units had all advanced and were worryingly close. I doubted that my army would survive the forthcoming turns (since the TK player wouldn't be able to offer any assistance for a while). So, I thought I'd have some fun - I charged my SGK into Vilitch's chosen unit.

In the ensuing combat, he challenged with his unit champion, which I proceeded to mince. I believe I won combat, but he passed his Ld check. On his turn, he decided on an interesting gambit - he deliberately tried to miscast a spell with Vilitch, in the hopes of killing him and allowing his squad to attack my king. And, amazingly enough, he succeeded. Vilitch miscast, and got sucked into another dimension. The chosen lost a few models from the template, and my king took a wound. But, in the combat, I killed a few chosen, and he failed to wound me. He then proceeded to flee combat, and I cut down his unit, reforming to face his hellcannon. :vampire3:

In my turn, I charged his Hellcannon, and killed it in the resulting combat, before it got to strike (or stomp) me.

The rest of my army fought as best it could, but couldn't do much against about 1.5 armies worth of models. When the TK player finally managed to get his models over, there was too much for him to handle. We called the game in our enemies' favour.

Nevertheless, my Ghoul King survived the entire game (we mainly stopped the game due to time limits) and it was incredibly fun to have him flying around alone.
 
Why would you ever use flying horror?
For the same points you can get a hellsteed. this gives you a flying mount, +1 armor save and if you roll good an extra wound.
 
dongilles said:
Why would you ever use flying horror?
For the same points you can get a hellsteed. this gives you a flying mount, +1 armor save and if you roll good an extra wound.

Where are you getting the extra wound from? o.o
 
dongilles said:
attack from the mount. sorry for the confusion.

my steeds once killed a deamon lord :D

Ah, I thought you meant the vampire lord would have an extra wound. ;)


Anyway, I think the reasons for running Flying Horror on a vampire lord (instead of a Hellsteed) are:

1) You want to start him in infantry, rather than cavalry (not having LoS terrifies me).

2) You want his flight to be a surprise.

If neither of the above apply, then I agree that a hellsteed is the better choice for a flying vampire lord.
 
Caus a flying lord is good, when all the shooting is cleared, to charge out, he has the mobility, to get your army in place, where he needs to , he can charge out of his unit, into a bunker or a warmachine , or anything you want dead

Its also a nice surprise, when enemy flees from hexwraiths towards your lord or in his ration, and you can charge him again, and make sure they ran of the table

I tested it a few times, and it plays really nice!
 
It's actually a pretty nice idea to have a flying Vampire Lord or Strigoi running around, I think I'm going to incorporate Flying Horror in one of my next games against a special/custom 2400 pts game against Tomg Kings.
A Strigoi is most likely to be able to fit Flying horror in my list, the look on my opponent's face will be face wrecking hilarious! :D
 
Seems relevant to post it hear. In 7th ed you were allowed to have barded knightmare ans the flying vamp rule to combine.

Now does the 8th ed book say on foot only as i cant remember nor do i have rulebook to hand
 
I've run the Flying Red Fury SGK a couple of times, its actually really easy to pull of significant shenanigans with him.
If for some reason you havent figured out how far forward he can be in on turn go measure it out.
I think you may plox.
Its not uncommon for me to charge in with 6-8 vargs and wipe the floor with a unit. Small units just evaporate.
 
I used flying horror in my last 2400 pts game against Tomb Kings, we were playing blood and glory and he brought only a few banners.

He tactically placed his chariots just on the edge of my ghoul's charge range where my Ghoul King was located.
I launched my King towards his chariots, not really fearing them, also reaming in some harpies and giant spiders with poisoned attacks against them (pseudo storm of magic rules, we like to add extra monsters/units from the book).

In the end, the King killed so much with the Harpies and Spiders that the unit would crumble to nothing.
Was a fun combat, but what won the game in the end was a lucky killing blow from one of my Harpy units onto his Tomb King General, meaning I broke his fortitude on my second turn!
 
I'm trying out the flying SGK in preparation for a tournament in a month's time, I've only played a few games and its not really had much use for the fly just yet, except for running down a fleeing gor unit, but I shall persevere and hope I can get some use out of him in my next few games, or I might find somewhere else to put the 30 points, I'll post my findings later on
 

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