
Tim said:Just read at warseer that batswarms cause asl to enemy units it's in combat with, my 6 batswarms don't look so useless now.
Tim said:Just read at warseer that batswarms cause asl to enemy units it's in combat with, my 6 batswarms don't look so useless now.
Grish said:Our core blocks are definitely slower, but it looks like we have more options for fast flankers around the side, with Direwolves, Hexwraiths, Varghulfs, Vargheists (sp?), Fellbats...N.I.B said:and we're a much slower army now, in a game that's pretty much decided in the movement phase. No Ghoulkin, no Vanhels charges, no spamming movement with Vanhels either, no Vampire march bubbles.
Is no charging with Van Hel's confirmed?
Also, every vampire will have access to VHD if they want it.
Other options we'll have for increased movement is Fellbats with Summon Creatures of the Night
Grish said:I personally am hoping this is not the case. Can ghouls be affected by IoN? I know Zombies and Skeletons can so this may not be a true statement; my gut tells me an army without ghouls will be viable and effective with the points allocated to other core units (bats/wolves). Blocks to win combat would be Grave Guard and Ghouls, but I could see Zombies being used to hold up opponents and not give away too much CR depending on the foe.N.I.B said:Ghouls are still our best core, Zombies and Dire Wolves tied at second. Skellies for fluff games.
Why? The range for the basic level is nerfed to one third while the casting requirement went up by 50%, of the current spammable one. We don't know the cost for the 18" level, but a guess would be somewhere around 12, to help out your spearhead units and fighting characters.Grish said:IoN is much better in my opinion. Can't spam it, but the effect of the spell itself is awesome.N.I.B said:Our Vampire spells are nerfed, even shorter ranges than before, or harder to cast.
Lost Gem of Blood.Grish said:A fighting Vampire character looks ok. Still has the same flaws, and am I mistaken or do they have access to worse protection this time around? Still, for 40pts, it looks like they can get WS9, ASF, and reroll misses against most foes. Good protection in challenges. Also, red fury can be combined with a conventional Great Weapon allowing for points to be spent on protection. Good for hero level vampires.N.I.B said:Seems like the caster lord with Shadow is going to be the competitive build. The only reason I've played with Vampire lore in 8th ed so far, has been Vanhels. And now it's gone (the part that matters), which means Shadow is better.
Our flanks should be faster with the Vanguard rule for Wolves and Hex Wraiths; please correct me if the rumours I've heard are not true. 12" Move off the hop, and if your Vamp is within 12", then an additional 18" move for Wolves. Possibly around 25" up the board first turn. That's a lot of setup movement.N.I.B said:Grish said:Our core blocks are definitely slower, but it looks like we have more options for fast flankers around the side, with Direwolves, Hexwraiths, Varghulfs, Vargheists (sp?), Fellbats...N.I.B said:and we're a much slower army now, in a game that's pretty much decided in the movement phase. No Ghoulkin, no Vanhels charges, no spamming movement with Vanhels either, no Vampire march bubbles.
Is no charging with Van Hel's confirmed?
Also, every vampire will have access to VHD if they want it.
Other options we'll have for increased movement is Fellbats with Summon Creatures of the Night
How come our flanks are faster when we lose the Vampire march bubble? Fell Bats and Dire Wolves can't march on the flanks now, neither Hexwraiths. The only fast flanks we gained are Vargheists.
Yes, it is confirmed that you cannot charge with Vanhels.
How can every vampire have access to Vanhels if I wish it? Don't you need to roll for spells anymore? And I haven't seen anything that says Vanhels be multiplied in a VC army.
In which way are Fell Bats faster if their unit can be increased? You mean you gain a few inches when you add models? Summone Creatures of the Night was always underwhelming, I don't see that changing with this book. Maybe now that Bat Swarms confers ASL to enemies, remains to be seen.
Yes, ghouls will be our only core that doesn't need to be babysat, agree with you. But I think we'll have numerous choices for core that will hopefully be effective. Batswarms sound interesting, Dire Wolves with Vanguard can move extremely quickly up the board to threaten Warmachines, weapon teams, small groups of gunlines... I'm hoping you can use Zombies and use the remaining points on core options that give your list flexibility. For their point cost, I'm not sure Ghouls are the best way to spend points. We'll see soon...N.I.B said:Ghouls are still our only core that don't need to be babysat, freeing up your hard stretched points to invest in offense.Grish said:I personally am hoping this is not the case. Can ghouls be affected by IoN? I know Zombies and Skeletons can so this may not be a true statement; my gut tells me an army without ghouls will be viable and effective with the points allocated to other core units (bats/wolves). Blocks to win combat would be Grave Guard and Ghouls, but I could see Zombies being used to hold up opponents and not give away too much CR depending on the foe.N.I.B said:Ghouls are still our best core, Zombies and Dire Wolves tied at second. Skellies for fluff games.
I see Zombies returning as the caster bunker of choice, and as CR trains fronted by 5 Wraiths, breaking Steadfast.
Skellies are a less point-effective, but aesthetical choice.
In the last book, you either had to have cheap casters use 1 dice on IoN, or if you wanted to use it with your main caster, 2 dice. Otherwise you were risking a 1/3 chance of not casting for the rest of that round. Whether a spell is 3+ or 7+, a strong main caster using 2 dice has equal chance to make them. I do not see the somewhat increased cost as much of a negative.N.I.B said:Why? The range for the basic level is nerfed to one third while the casting requirement went up by 50%, of the current spammable one. We don't know the cost for the 18" level, but a guess would be somewhere around 12, to help out your spearhead units and fighting characters.Grish said:IoN is much better in my opinion. Can't spam it, but the effect of the spell itself is awesome.N.I.B said:Our Vampire spells are nerfed, even shorter ranges than before, or harder to cast.
We lose the ability to easily heal one target unit at distance, and gain healing power to a defensive backline army. Thus we lose mobility in an indirect way. Add the loss of Blooddrinker Sword. The Mortis Engine is also designed to back up a VC army cramped into a small area, likewise the Corpse Cart and other things. Some armies will have a field day, darting around us and whittle us down.
Varghulf and Vargheists seem to lack The Hunger, meaning they are also dependant on high casting magic to heal.
Flayed Hauberk and Cuirass are our biggest losses. Blooddrinker in some builds (death star builds). Also, lost my favourite peice of gear: crown of the damned.N.I.B said:Lost Gem of Blood.Grish said:A fighting Vampire character looks ok. Still has the same flaws, and am I mistaken or do they have access to worse protection this time around? Still, for 40pts, it looks like they can get WS9, ASF, and reroll misses against most foes. Good protection in challenges. Also, red fury can be combined with a conventional Great Weapon allowing for points to be spent on protection. Good for hero level vampires.N.I.B said:Seems like the caster lord with Shadow is going to be the competitive build. The only reason I've played with Vampire lore in 8th ed so far, has been Vanhels. And now it's gone (the part that matters), which means Shadow is better.
Lost Cadaverous Cuirass.
Lost Flayed Hauberk.
Lost Blooddrinker Sword (The Hunger is a gimmick in comparison).
So, Vampires can no longer be immune to killing blow or poison. Maybe balanced by a necro taking over when you die, but not in any direct defensive way.
WS9 makes WS4 hit you on 5's, that's the main defensive gain. But compulsory challenges are a huge drawback - in 8th ed you need your lord to sift though the chaff, not be held up in a stupid challenge while you opponent leeches free CR from your subpar unit. If you build for challenges, you're building to enhance what's already strong in the VC army, while you're not covering the weaknesses (weak units and poor damage output).
Disciple of Nagash said:Really? Wow that makes them very useful, especially with their increased stats. The problem will be finding some decent models.
Pietr Von Carstein said:Vampires have 4 attacks.
NicholasLeMort said:Ghouls and Crypt Horrors are now officialy "alive" and so most likely won't be raisable (as per the GW what's new today under the CG + CH photo) and Vampiric units can definitely march in the game, even out of the 12" general bubble (same post under vargheists)
this has all proably been confirmed but at least now its official![]()
Nagashizzar said:Pietr Von Carstein said:Vampires have 4 attacks.
Lord has 5 attacks in the new book, confirmed in the white dwarfs
Remember that they can benefit from Invocation of Nehek just like the rest of your army

Duke Danse Macabre said:Never listen to GW articles, they never know their own rules.....
I just hope Isabella is allot more powerful now so as to afford her new price tag of 85 points more than the old one.
With the new ethereal cav I would keep them close by and dart them around the moment your massive troop blocks anchor them in combat.
The new invocation though not only raises less but it has a much larger range restriction and can be dispelled..... Then your done because you used your only cast of it because its now one spell.