Help New to VC

  • The masquerade of murder returns! A new game of Vampires Amongst Us has begun. Unmask the killers, trust no one, and try to survive the night. Find out more and sign up now!

Trez

Zombie
May 24, 2009
11
Zombies
8
Hey just stopped by...i have played a few games with VC but am still absolutely clueless to what their strength is for combat and how to play them. Thanks for any tips and help all is appreciated!
 
Hi and welcome to the forum!

The Vampire Count armies are very much focused on two things: characters and static combat resolution.

Characters are the most important models of your army, even more so for any other army. Because without characters, your army has lack of march radius and if your general dies, your army starts to crumble.

Static combat resolution is the combat resolution you get for having ranks, standard bearer and outnumber. Coupled with fear, if you win a combat, the enemy automatically runs if he himself doesn't cause fear/terror or is unbreakable.

I'll let some others provide you with some more details on how to protect your characters and how to get the most out of static combat resolution. I've been out of the tactical zone for some time.

*moved to tactics*
 
Thanks for the response i was aware of the SCR and how vampire counts rely on characters moreso than any army just wondering what tactics other players use to win with em cause i seem to mess it up every time

* Please use a bit less ... descriptive ... writing in your posts :) ~ MV *
 
i play my VC in an agreesive summoning way. not so much bolstering my units (i do just not going nuts with it) but zombies. to me zombies wins battles and often they don't cause so much as a wound all game. the key to zombies is their potential to effect your game in a big way. opening up your options and take your enemies away.

using fast vampire heroes (lycni, avatar of death, book of arkhan, acolyte) you have a vamp that can throw out one or two zombie units and boost their numbers up a little and still propel one of those units with the book (both if you roll vanhels aswell) into combat on turn 1. this puts immediate pressure on and can effectively remove a unit or two from the game or at least for a few turns. if you can keep your vamp alive and out of harms way he immediatly becomes a threat to warmachines or lone charecters.

whilst this is going on your main force is generally bolstered up nicely and i like a unit of black and blood knights with some dire wolves and fell bats zipping down a flank. with skeleton blocks and GG down the centre vamp led there is often very little an opponant can do with so much of his army fighting zombies early on, im free to pick my charges and have my way with his army. i like throwing out zombie units infront of my core infantry blocks on flanks or simply in the way of powerful units counter charging. being able to raise them quite easily behind a unit locked in combat is also a game winner. even if you can't get them in combat if the enemy flee through them they're destroyed regardless.

vamps i think is far more about moving and raising than static res. generally fear causing flank/rear charging zombies is often enough, especially on units like cavalry or archers where where a flank charge will give you +4/+5 before you even fight your almost garenteed to auto break them as they don't have the attacks to hurt you enough. you don't need to hit super hard to beat people although blood knights in the mix help matters a great deal.

obviously there are alot of ways to play VC this is just what works for me and how i enjoy to play my army.
 
Bork thank you very much that seems like a good way to play with VC...and FOdderboy ill be suer to look through the tactics area of the forum...i think ill play my VC next time against my buddy...auto break doesnt work as good just for the fact he is WoC...so i need SCR against him...But thx for writing all that again Bork big help = )
 
Of course another way to play vc is fast and aggressive.

I like a ghoul rush army where there are 2 or 3 units of middle strength say (14-18) ghouls in front with a bunkering unit behind holding a summoning vamp lord and a necro on cart. before anything happens most of your army is now a full march closer to the enemy. Back these up with dogs, bats, knights, varghulf and even wraiths then on at the end of your first turn you have a solid line of infantry and support units so much closer to the enemy than they would like. The enemy then finds it hard to work flank and rear charges because 1) you may have a big line 2) because all your units are in a conclusive line there are no gaps or flanks to exploit. If you use this tactic using a table edge to anchor one flnak even better.

This either forces the enemy (in my exp) to panic slightly and make rash decisions, throws out his battle plan making him work harder thinking about what to do or they continue with their original plan sending in units 1-2 at a time tryin to break the lines then get swamped by my army.

Great against shooty standback armies as they have less time to shoot you so long as you can keep your units topped up.
 

About us

  • Our community has been around for many years and pride ourselves on offering unbiased, critical discussion among people of all different backgrounds. We are working every day to make sure our community is one of the best.

Quick Navigation

User Menu