General Tactics

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Thanks for all the pro tips guys!

And Thank you Chaos, and Johnny. You guys have been very helpful!

I will have a list made up soon enough, I will drop it on here for critiquing when I am done! xD
 
More pro tips

VC are still playing Herohammer. You need your over the top characters to win.

No matter if you want to win by combat or by magic, a Vampire will always do it better than a necro.

The biggest single point sink in your army will be your lord. Vampires play point denial better than anyone else save for max cheesed PGStar/Chosen star.

All your stuff is priced with an eye to the fact that they can come back. Except monstrous infantry, beasts and monsters. Think about that.

Wight Kings are cheap for what you get. Filling the front rank of a GG unit with Kings wont win you any friends, but its a good way to shred anything that unit comes into contact with. Similarly hiding a Master Necromancer in a unit of GG is also a completely legit tactic and should be done if you dont want to invest in a throw away bunker.

The dead dont march. They Danse. Learn how to use it. Its much harder now that you cant charge with it, but its still the best spell you have.

Learn zombie math.
 
Don't put the army list on here, as that would be asking for more specific pointers on a general thread. It would be better to make a new thread for it in the army list section. It would probably get more replies on there anyway
 
There are many different playstyles you can follow in this book, so it's hard to give overall tactics. I can, however, wholeheartedly recommend Blood Knights. They are feared universally as probably the mightiest cavalry unit in Warhammer, they are Vampires and so can happily march off into the distance without worrying about how close the General is, and when they hit something... sweet Jesus it ain't pretty.

I also personally use Vlad as my Lord but I know many people would contest his usefulness, so I won't sell him to you quite as much as the Blood Knights. I like him, though. :thumbsup:
 
Jagged_Dragon said:
gonna have to convert up some zombie ballerinas lol.

Pics, or it doesn't count :P

I have been playing WHFB for over 10 years. I have to say that this forum has greatly improved both my understanding of VC and WHFB overall. Cheers to all!

The best way to learn your army is to get your butt handed to you in a couple of games, then discuss with your opponent what you should have / could have done better. This does require a certain maturity on the part of your opponent, of course. I can't speak for everyone, but I did not find that from opponents at the GW store, but from local gaming clubs. This was more due to the age of my opponents than temperament.

A club with a mature temperament will nurture you to be the best opponent you can be, to challenge the rest of the club members and make them play better. I was very fortunate to find that with the City Guard in Auckland. Sadly for all I've recently moved away from there and am just getting in touch with the local gaming community in the 'Naki.

Another option is to play war hammer online. I'll leave it to (in alphabetical order) Bishop, DoN, or Vekky to fill in the details, as I haven't tried it yet. It will let you try units before you invest in models.

One tip I have to make bigger units out of models you already have is to make unit fillers for your infantry. These are basically a piece of diorama the size of 4-6 bases that sit in the middle of your unit. I've a friend who did sarcophaguses for each of his ghoul units. I have a mausoleum and a graveyard, and my next one will be a gnarled tree with a zombie torso hanging from it. In a pinch I've used bases of bat swarms! Unit fillers will do a lot to expand your army inexpensively, and will certainly add a coolness factor that others don't have.

One of the first rules in the WHFB rule book is to have fun. If that's not happening, something is wrong. This may mean you take some sub-optimal units, just because you like them, not because they achieve anything in the game. Besides, you never know what wonders will happen. I once had a Treeman break from combat with Bat Swarms and Spear Skellies, and the Swarm chased him down. I have also had Fell Bats chase down a Fleeing Steg.

Laugh with your opponent and curse the dice (quietly) and enjoy the hobby.
 
Again I am far from the most experienced player on here but would heartily recommend VC, theres so much that you can do with them. We have so many options and whilst the rules seem quite inflexible there is a huge variation in the competative builds you can field.
Whilst its not completely balanced, the book doesn't really seem to have acompletely useless choice, someone somewhere on this forum will defend every option in the book.As a person who likes to obssess about army lists this isa great strength that i dont think many armies have.
my 2 pence

p.s. terrorghiests are fantastic, nothing quite like melting a unit of grail knights with one scream
 
Some generic tips/tactics I've gotten from my experience and from this thread.

In this edition it's more cost effective to go a fighty vampire lord or a hybrid lord (fighty with extra magic levels). A magic oriented vampire lord is outshone by the cost effectiveness of a master necromancer.

A wall-o-wraith unit (5 wraiths taking up the front rank of a unit of zombies or skeles) can be pretty devastating and turn one core unit into a pretty durable hammer, as long as you pick their battles and stay away from magic attacks.

Wraiths and banshees are worth the extra points as their hero version. They can join units, form a unit, or run off be excellent directors/Ratliff against monsters and the like.

Black knights with a lvl4 wizard nearby is probably the most cost effective Calvary in the game. Cheap, even when fully upgraded, for what they do they are the perfect body guard for a mounte lord, or a fine unit in their own right with the ability to ignore terrain and barding penalties. Plus they come back 5 at a time with said wizard, very demoralizing for an opponent.

While we have a hard time countering steadfast with out units, we have two magic spells built for shearing off ranks, curse of years and winds of undeath. This spells can turn a war of attrition into a massacre.
 

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