New player needs some help

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flappie

Zombie
Apr 25, 2010
5
Zombies
10
First of all hello to everyone,

Its been a looooong time since I have done anything with Vamps it was 7ed, but now I want to pick it back up.

I have the battalion lying around here - 1 ghoul but with 4 extra zombies...... and another metal hero on steed I started thinking about the new big box thats coming out the 17th.

Point is will that be enough to play a normall 2 to 2400 point game? I know I am low on zombies because of reraising but i can proxy some more.

Lord/hero
Ghoulking on dragon (I dont like the vamp on dragon to much...)
Vamp hero on steed
Necromancer

Core
44 zombies (any command options or leave them as cheap as possible?)
40 skeletons with handweap shields FC
20 ghouls with champ

Special
3 vargheists (I think they look better then the other option)
5 black knights FC
2 corpse charts 1 with bale fire 1 with the other thingy

Rare
Mortis engine

I thought of this to put in the army keep in mind I dont have the book yet so I put in what I like and dont mind to much on points just yet I just hope it will kick around 2000,2400 points or something in between.

Have I made some obvious mistakes or does it only need a bit of fine tuning (full commands and magic items) wich will come when I get the book?

I dont want to buy more in the first place (the box is expensive enough) so I will just have to work around with this first.

Also at 1000 to 1500 points are the vamps any good?

Thanks for the advice,
Greetz flappie

PS: Mods if this is in the wrong place feel free to move it.
 
flappie said:
Lord/hero
Ghoulking on dragon (I dont like the vamp on dragon to much...)
Vamp hero on steed
Necromancer

Drop the SGK on TG and make it a solo TG instead. You can convert the ghoulking so that you can field him on foot(if you have nifty fingers :D )

flappie said:
Core
44 zombies (any command options or leave them as cheap as possible?)
40 skeletons with handweap shields FC
20 ghouls with champ

Make your zombies into 2 units and drop command. Also drop the Champ with the skeletons. I'm a bit short with words to day but if you can't follow my reasoning just ask away :D


flappie said:
Special
3 vargheists (I think they look better then the other option)
5 black knights FC
2 corpse charts 1 with bale fire 1 with the other thingy


Rare
Mortis engine

Drop the CC's, they are slow and circumstantial. Also make you Black Knights into Hexwraiths instead(convert them so you can shift between the two). Black Knights don't really do any good in small numbers.

flappie said:
Also at 1000 to 1500 points are the vamps any good?

Vamps are almost always a good buy. You can build them very differently though so you might want to take a look at other armylists and see how people kit their heroes out so you can get some ideas.

Good luck and welcome to the fold!
 
The TG I can leave the ghoulking on and just say that he isnt there.... (I like the guy on top... its looking great in my opp)

The champ drop for skellies is for the challenges so they cant get a massive CR I geuss?

What should hexwraiths do? most of the armys only field units with magic weapons (heroes or even themselves) they are only good when they arent confronted by magic weapons. And I dont even start mentioning magic shooting. (this isnt meant to be rude or attacking to you its just me thinking out loud about their place on the field. Also should I ad a command to these things?

Also the thing that Vamps always made me worry was their Blackknights (though that was last ED.) I dont and with a 3+ save they can withstand most shooting though I must admit that 5 is not enough and 10 is a must.

CC I will just try them I have them so why dont give them a spin, alright they might be bad and I wont put them in most lists but for fun lists why not.

I will take a look in other peoples lists.

Thanks for you comment,

Greetz flappie
 
Well the reason why I think that you should drop the champ in the skellies is to save points. Skellies do not kill anything so why invest that much points in an extra of their weak attacks? If you want to kill something then put Vampires in the units and let them do the killing.

You're not rude at all :D Hexwraiths is Ethereal as you know, and you do not want these guys in close combat so only thing to be aware of is magic missiles, and hey if he starts throwing his magic after a unit that cheap well then be happy because it problably wont win him the game. Hexies are good because they are fastcavalry and can make a ride-through attack(since it's flaming this attack is excellent for taking out Regen Monsters... like hydras and Hell Pit Abominations).

Since everything steps up and has supporting attacks in 8th Black Knight's offensive potential has really diminished. That does not make them useless. Most people use them as a delivery system for your Blenders(heros and lords with a build that makes them killy). This is also why you need 10 of them at least.

The Corpsecart is not all bad, and you should definitely use them(just for fun) now that you have the model.
 

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