hi...magick

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pencil.wound

Zombie
Feb 3, 2008
12
Zombies
11
greetings. i've been watching this site since last november, and i've finally built the confidence, or rather, motivation, to sign up. been religiously following the undead for quite some time now, sulking guest-like through warseer and librarium weekly. as the initial wave of vampire counts surges toward us, i've a few questions to ask some of the more veteran players of vc, and i didn't know where else to put them, other then in this main board:

note: these questions may be unanswerable because of the status to the knowledge or information 'legally' unreleased to the public... as that plays a fickle tune for 'illegal' rumors floating around, hence my apologies beforehand; just looking ahead, and being too anxious.

i see some issues regarding the magic phase for and against the vc. how, with the current spells and abilities, would say, an army of undead face an army of decent magic defense? with no cloaks or pendents to ward off the trickery of miscasts, how will ripping off 8+ level spells be accomplished? this is a concern more so for vampires because of the primary of the characters in their lists, and any harm or danger to such is to be stuffed, if not eliminated completely. if rumours are true, then i'm assuming the 0 spell will become a primary, if not the only spell used by vampires and most defiantly necs. with the supposed rules, the corpse carts will be areas of regeneration for basic core and elite. if my thoughts are in order, won't IoN be missiled through at a casting value of 2+/3+? this might solve miscasts due to only using one die to cast, and also to liquidate the enemy dp.

a continuation of magic, but in the other direction. where entethral units populate across army lists and a semi-lack of ward saves overall, how will the structure of one's dp pool be whilst playing as vc? other then being standard with a 6-7 dp with a pair of ds, i see things... not good things. dark.p bloodline can throw up some dice, but at the cost of your power pool. the cartz and funeralz aren't going to be much at distances of 6-12". there is that staff upping your casting value and dispelling by one, if i'm not correct, which on the tradeoff may cost some points equal to another nec right?

i'm not suggesting that a full domination of the magic phase should be strive for, even though it may very well be a lot of cases for vc. but with the ability to regenerate wounds to units and characters, this seems to be a crucial advantage that shouldn't be overlooked by the slightest. and to formulate fears right out of the ground is a simple classic. where units that are out performed without some sort of support, be it magic or other units, counts are just out classed. basically. vc need magic in order to consistently succeed, right? i mean there is not a lord/hero that does not generate pd. what it comes down to, and where i restate my themed questions, when in comes down to magic, what does vampire counts have to bring to the table? other then answers like raise undead, heal wounds, and movement, i'm looking for answers that determine army lists and proper magic structures. a balance/consistency of standards for which builds the army.

hmmm. my questions seem to hit more along the lines for someone that has actually played and tested them. and that's impossible because they aren't out yet!!! opps. but it still doesn't mean you can't try to answer it with basic rationale and past experience, right? see what i mean by me being too anxious and far-fetched? again, my apologies for the long post and possible defunct in my topic. just me thinking out loud i guess. cheers!

pw
 
With this army, you don't need to attempt dominating the magic phase, it does it by defualt. In less then 2kpts it's possible to get 11 pd with the right combo, which is nice. As well as that, you can have fighty wizards, and for less than tzeentch chaos as well, helping to round out the army. With curse of years killing on a 6 and then getting an extra +1 each turn the magic phase can be devastating to your enemy. On top of all this you can get 7+ dd in 2kpts, meaning a nice and strong magical defence too
 
pencil.wound said:
hmmm. my questions seem to hit more along the lines for someone that has actually played and tested them. and that's impossible because they aren't out yet!!! opps. but it still doesn't mean you can't try to answer it with basic rationale and past experience, right? see what i mean by me being too anxious and far-fetched? again, my apologies for the long post and possible defunct in my topic. just me thinking out loud i guess. cheers!

pw

Here you have one or more battle reports with the new VC: http://warseer.com/forums/showthread.php?t=124285
 
pencil.wound said:
how, with the current spells and abilities, would say, an army of undead face an army of decent magic defense?
How would VC face decent magic defense? With confidence! :)

Jokes aside, the new VC aren't as dependant on magic as the old VC. Now we are perfectly able to win fights without support as most of our wizards are vampires too, and we get more punch through other units as well.

All natural casting rolls of 1-2 are failed, as per the basic rules. It doesn't matter how much + to cast bonuses you've got.

But as you can cast Invocation over and over again, it's almost impossible to stop.
 

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