Official Rumour Thread: New Vampire Counts Book

  • 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!
Status
Not open for further replies.
even the signature spell from the Lore of the Vampires can see up to five of them get back in the saddle should they fall.

This appears in Phil Kelly's description of the Black Knights on the website, and made me very happy. :)
 
so no more one wound per spell restrictions on cavalry then, nice, i doubt it but if that works on blood knights they might just survive long enough to get into combat
 
My guess is that only models with the Vampiric rule are restricted to 1 wound per casting, or if we're lucky, characters with the Vampiric rule.
 
All this new information is almost overwhelming. The biggest plus I can see right now is that we now have a wonderful set of new viable options for varied armies. It's looks like the classic 7th ed list is gone, but I'm not overly sad about that. There looks to be enough in there to make a plethora of great (and different) armies. Of all the armies in warhammer, vampire counts rely on units working in concert for victory, so I think it's a little early to applaud or vilify any particular unit or change. However, I do think hexwraiths are currently the most exciting new unit, and possibly the most terrifying flank unit in the game. We'll see.
 
I think the scariest thing we are getting is still the mortis engine, more magical ability is always good, and it gives amazing buffs.
 
hex wraiths are not worth the plastic they are made of. unit size of 5-10 and you cant have more then 3 units of the same type from special. most will run a unit of 5-7 in average games. with one wound each a magic missle is gonna wipe the floor with them being only toughness 3. This is a good thing for me as it means balance (they hit hard but can be destroyed easy a glass cannon as it were)
 
Don't know if it's been mentioned here and don't want to jump the gun but if you have five extra skeleton horses lying around don't lose them as if you buy the new Black Knights you can put the Hex Wraiths or BKs onto them getting 5 of each for 18.50 plus a couple o Skelly Horses!:zombie:

Just looked at the 360 for both sets of models and I'm pretty sure that no bits are either or for the guys them selves.
 
Pladvoncarstein said:
hex wraiths are not worth the plastic they are made of. unit size of 5-10 and you cant have more then 3 units of the same type from special. most will run a unit of 5-7 in average games. with one wound each a magic missle is gonna wipe the floor with them being only toughness 3. This is a good thing for me as it means balance (they hit hard but can be destroyed easy a glass cannon as it were)

so you like them but dont think they're worth the material they're made of? strange.
magic missles need line of sight so just keep them away from the eyes of enemy mages. they're low strength and toughness is just the same as infantry wraiths which is no surprise really. magic is a danger to them certainly but that wont mean they're useless
 
Also, if the enemy is shooting magic missiles at your hexwraiths, thats less missiles being aimed at your vampire lord and less enemy castings of dwellers below or purple sun to worry about.
 
Pladvoncarstein said:
hex wraiths are not worth the plastic they are made of. unit size of 5-10 and you cant have more then 3 units of the same type from special. most will run a unit of 5-7 in average games. with one wound each a magic missle is gonna wipe the floor with them being only toughness 3. This is a good thing for me as it means balance (they hit hard but can be destroyed easy a glass cannon as it were)

I agree that they aren't worth the plastic they are made of as the models looks like crap. Rulewise though I think they can be really good... sure they can be killed easily with magic but every unit needs a weakness...
 
Forgotten Heretic said:
so no more one wound per spell restrictions on cavalry then, nice, i doubt it but if that works on blood knights they might just survive long enough to get into combat

I think it will, because GW (and Phil Kelly especially) is very consistent when it comes to spells.

If it effects Black Knights, it'll effect all cavalry models.

I'm thinking it'll be wizard level + D6 divided by 2.
 
Forgotten Heretic said:
so no more one wound per spell restrictions on cavalry then, nice, i doubt it but if that works on blood knights they might just survive long enough to get into combat

I'm thinking about.....

A Blood Knight bus with..

8x, full command, Flag of Blood Keep
Champ takes Potion of Strength or mask of eee!
Add Wight King BSB, on a barded steed with Screaming Banner
Add Lord on a horse, Ogre Blade, Dragon Helm, 4+ Ward, Dark Aura and this power.. (maybe even WS9 if I have enough points)

passed tests for fear caused by the vampire or his unit have to be rerolled. If the enemy unit iswithin range of a bsbearer no rerolls are made (neither for the battlestandar nor for thos power)

Now your opponents are testing with -1 Ld, 3 dice discard the lowest, and can't be re-rolled from a BSB, meaning that everyone will almost always hit those lovely WS5 2+ armor knights and 1+/4++ lord on 5s while you cleave them to death with vampiric fury.

Let's max out all the points for fun..
420 for lord
Let's say ~184 for the Wight King BSB w/ Screaming Banner
510 for the Knights and Blood Keep, Champ takes 20 points for PoS
1134 points in 1 unit

Looks like fun to me :D
 
HERO said:
I'm thinking about.....

A Blood Knight bus with..

8x, full command, Flag of Blood Keep
Champ takes Potion of Strength or mask of eee!
Add Wight King BSB, on a barded steed with Screaming Banner
Add Lord on a horse, Ogre Blade, Dragon Helm, 4+ Ward, Dark Aura and this power.. (maybe even WS9 if I have enough points)

Unless they've changed it in our new book, but in the current one the BK champ can't take the potion or the mask. He can only take a magical weapon up to 25 points.
 
HERO said:
Forgotten Heretic said:
so no more one wound per spell restrictions on cavalry then, nice, i doubt it but if that works on blood knights they might just survive long enough to get into combat

I think it will, because GW (and Phil Kelly especially) is very consistent when it comes to spells.

If it effects Black Knights, it'll effect all cavalry models.

I'm thinking it'll be wizard level + D6 divided by 2.

i was thinking that they might keep the restriction on healing vampires to 1 wound per model, i didn't give much thought to the fact that IoN is and AoE spell so it would cover them all anyway, meaning you should only need the one spell for blood knights, Vargheists are another matter though
 
Duke Danse Macabre said:
They are not the best models but they do look good and the black knights are great.
They have huge hitting power and most things can't hit them and that is why they are weak when taking hits same as all out ethereal gear.
You can't have everything.

I wasnt complaining they are weak I was saying its good because its balanced. I like that an oponent can one shot them it means we are not as overpowered again as i thought. although I think its off zombies are now s3 t3 and cheaper aswell they are now better then skinks (which is wrong imho) Yes zombies should be tough but they should not be as strong as an elf or skink . What should happen is zombies should be t3 or t4 s2 or s1 .
 
Pladvoncarstein said:
Duke Danse Macabre said:
They are not the best models but they do look good and the black knights are great.
They have huge hitting power and most things can't hit them and that is why they are weak when taking hits same as all out ethereal gear.
You can't have everything.

I wasnt complaining they are weak I was saying its good because its balanced. I like that an oponent can one shot them it means we are not as overpowered again as i thought. although I think its off zombies are now s3 t3 and cheaper aswell they are now better then skinks (which is wrong imho) Yes zombies should be tough but they should not be as strong as an elf or skink . What should happen is zombies should be t3 or t4 s2 or s1 .

skaven slaves are still better than zombies and cost a point less. i'd say the changes are fine as they are, zombies are still going to die in huge numbers as they have no armour, ASL and I1. they wont kill much either as they only hit most things on 5's, all thats happened is that they went from being worthless to useable, they are still our worst infantry choice in terms of stats
 
hex wraiths are not worth the plastic they are made of. unit size of 5-10 and you cant have more then 3 units of the same type from special. most will run a unit of 5-7 in average games. with one wound each a magic missle is gonna wipe the floor with them being only toughness 3. This is a good thing for me as it means balance (they hit hard but can be destroyed easy a glass cannon as it were)

Sure, they're low stats, but they get S5 with the GW, and being ethereal, ASL isn't as big a deal, plus they don't have to attack, they simply ride through the enemy unit. I think (ignoring my own advice), and I'm not aware of all the rules, so I could be disappointed, but fast, immune to mundane weapons, cavalry with what amounts to a strafe attack would scare the piss out of me if I was facing them. A magic missile will do it, if you leave them in that position, but I think they have they ability to utterly distract your opponent. I'm currently thinking of a unit for each flank, depending on seeing the final rules.
 
Pladvoncarstein said:
Yes zombies should be tough but they should not be as strong as an elf or skink . What should happen is zombies should be t3 or t4 s2 or s1 .

Actually, having no pain threshold that tells you when to stop applying the strengtt from your muscles (and I'm assuming that the muscles do work in this case) is a huge benefit from a strength/damage dealing perspective, and is something that should not be ignored when thinking of a Zombie's strength in combat.
This does more apply to the unarmed zombie attacks however, but since warhammer zombies (in the VC army book, but not moist of the lore) feature zombies with weapons, this does not really apply here... Personally, I really dislike the weapon-wieleding zombie models from GW, and would much rather like to see them replaced with unarmed zombies, like the mantic models.

I watched a special episode of "Deadliest Warrior" not long ago, where Vampires were pitted against zombies. It was offcourse the most far-out episode ever, but it still gave one some insights into the zombie and vampire "threath", as featured in books and movies. It should be noted that the zombies were not the fantasy-type animated zombies, rather the plague version. Vampires were also more of the "ultimate predator" type...
 
Pladvoncarstein said:
Duke Danse Macabre said:
They are not the best models but they do look good and the black knights are great.
They have huge hitting power and most things can't hit them and that is why they are weak when taking hits same as all out ethereal gear.
You can't have everything.

I wasnt complaining they are weak I was saying its good because its balanced. I like that an oponent can one shot them it means we are not as overpowered again as i thought. although I think its off zombies are now s3 t3 and cheaper aswell they are now better then skinks (which is wrong imho) Yes zombies should be tough but they should not be as strong as an elf or skink . What should happen is zombies should be t3 or t4 s2 or s1 .

I know but that was a personal observation.
I only disagree with you saying they are bad models.
Now the reason they are Toughness 3 and Strength 3 is because they are the recently dead.
The still have all their muscles etc, they would be no weaker than anyone else and because they will normally be human foes they face you get human stat zombies, also you can't complain they will lose muscle over time either as skeletons are strength 3 as well, wonder if I add zombie skin to a Skelly.... will he get a +1 to his armour? ;)
 
Apparently taking spears with the skeletons wont cost any points :D

40 Skeleton Warriors with musician, standard bearer with Banner of Eternal Flame and Skeleton Champion: 120 slaves

21 Skeleton Warriors with musician, standard bearer and Skeleton Champion: 67.5 slaves

The big unit is pictured with hw/s while the small one with spears/shields. Also nowhere in WD (and there are many units of Skeletons listed in several army lists) skeletons' weapons are mentioned. This could be skipped for hw/s as the default option, but additional equipment usually gets listed as it is extra paid for.
 
The spears at no costs makes sense. They did it for Night goblins so I could see them doing it for skeletons as well. Basically the justification for it is giving up the parry save for the extra rank of attacks.
 
Duke Danse Macabre said:
Pladvoncarstein said:
Duke Danse Macabre said:
They are not the best models but they do look good and the black knights are great.
They have huge hitting power and most things can't hit them and that is why they are weak when taking hits same as all out ethereal gear.
You can't have everything.

I wasnt complaining they are weak I was saying its good because its balanced. I like that an oponent can one shot them it means we are not as overpowered again as i thought. although I think its off zombies are now s3 t3 and cheaper aswell they are now better then skinks (which is wrong imho) Yes zombies should be tough but they should not be as strong as an elf or skink . What should happen is zombies should be t3 or t4 s2 or s1 .

I know but that was a personal observation.
I only disagree with you saying they are bad models.
Now the reason they are Toughness 3 and Strength 3 is because they are the recently dead.
The still have all their muscles etc, they would be no weaker than anyone else and because they will normally be human foes they face you get human stat zombies, also you can't complain they will lose muscle over time either as skeletons are strength 3 as well, wonder if I add zombie skin to a Skelly.... will he get a +1 to his armour? ;)

Ah my wording messed up what I was trying to say. I dont dislike the models (well maybe the crazy ball balls on their weapons) I ment to say they are not worth taking in most games.


Agree on the zombies now makes sense that they are freshly dead so still have muscles etc. I see they still have the newly dead rule but this must have changed as Im sure someone said characters can join zombies now. I dont think zombies will be such a push over with 5 wraiths in the front.
 
i think the newly dead may only have been changed to allow characters to join the unit, according to a storm of magic list in the back of WD it still allows you to increase the size of zombies
 
Status
Not open for further replies.

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