Out with the cookie cutter!

  • 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!
I've only been playing VC for a few months, but do consider myself a pretty decent general as I played WHFB in 6th and 7th to some success.

A big reason I joined this forum was to gain insight on this army through various diffent opinions and experiences of fellow VC players, experienced and otherwise. I noticed a comment from Yorga in a recent thread stating that all our lists are starting to look the same. I 100% agree with that.

Now I'm sure the BK bus with dual TG is effective (I've never run it), but I have to believe there is a lot of tactics employed in running such a list as the rest of the list is filled with rubbish (chaff, redirectors, and the like)
The use of these units is VERY tactical, and requires an adept general to use them correctly in the ebb and flow of battle.
One TG can be difficult to place correctly utilizing its scream while removing threat of being charged, and maintaining 20" fly move to maximize manouverability. 2 seems more than doubly difficult! Plus, save Bretts and Chaos, is there really that much armor out there?


The list alone will not win anyone any games!!!!

So... A challenge. I want to see what you've all got.
Submit a balanced, thoughtful list! Looking at our army book I see many builds. When I first got the army book, the first thing that came to mind was horde middle(not necessarily formation) with crushing flank. I never see those lists on here!

Mods please feel free to move this to another thread as lists will probably be submitted. I felt the original post belonged here.
 
Ive been playing this list for a couple month, got about ~15 games in with it. I like to think it's unconventional and style pts worthy while being competitive but not cheesy.

Ghoul King (Red fury, beguile, dragonbane gem, sword of might, dispel scoll)
Master Necromancer (Level 4 wizard, master of the dead, power stone, lore of vampires)

Vampire (Fear incarnate, heavy armour, enchanted shield, biting blade, cursed bool, lore of shadow)

20 Zombies (musician)
21 Skeletons (fc, screaming banner)
31 ghouls (ghast)
2x5 dire wolves

2x5 fell bats
3x
 
bigbadbat said:
One TG can be difficult to place correctly utilizing its scream while removing threat of being charged, and maintaining 20" fly move to maximize manouverability. 2 seems more than doubly difficult! Plus, save Bretts and Chaos, is there really that much armor out there?

How about Empire and their full plate? How about Dwarves? How about OTHER Vampire armies who sport Black Knight buses? :perv:



meowser said:
Ive been playing this list for a couple month, got about ~15 games in with it. I like to think it's unconventional and style pts worthy while being competitive but not cheesy.

Ghoul King (Red fury, beguile, dragonbane gem, sword of might, dispel scoll)
Master Necromancer (Level 4 wizard, master of the dead, power stone, lore of vampires)

Vampire (Fear incarnate, heavy armour, enchanted shield, biting blade, cursed bool, lore of shadow)

20 Zombies (musician)
21 Skeletons (fc, screaming banner)
31 ghouls (ghast)
2x5 dire wolves

2x5 fell bats
3x

3 times what? ;)


As to the challenge, the only reason I have yet to play the "Johnny" army is that I don't have the Terrorgheists built. In proxy games I have only proxied one. :redface:
 
@Yorga - How do you do the little quote thing?

I'm talking about justifying the 2 TG build and what seems a lot of peoples thinking that they just win games. In the hands of a very experienced gereral sure. But it's not a point and click build for novices. (I'm not calling anyone on here a novice btw). I just don't see this as a cookie cuter build that anyone can employ, but it seems our ranks are moving in that direction.
Dwarves are armored well, but with their high Ld and often large numbers 1 scream will do very little. I just don't see the 2 TG build as 2 TG on flanks of Longbeard horde screaming them down to a man.

I sometimes run 1 TG and have found it fairly difficult to utilize to maximum effect. Of course obvious targets are mounted cav and monsters with high toughness, with which 1 or 2 good screams will have done there damage.
 
bigbadbat said:
@Yorga - How do you do the little quote thing?

I'm talking about justifying the 2 TG build and what seems a lot of peoples thinking that they just win games. In the hands of a very experienced gereral sure. But it's not a point and click build for novices. (I'm not calling anyone on here a novice btw). I just don't see this as a cookie cuter build that anyone can employ, but it seems our ranks are moving in that direction.
Dwarves are armored well, but with their high Ld and often large numbers 1 scream will do very little. I just don't see the 2 TG build as 2 TG on flanks of Longbeard horde screaming them down to a man.

I sometimes run 1 TG and have found it fairly difficult to utilize to maximum effect. Of course obvious targets are mounted cav and monsters with high toughness, with which 1 or 2 good screams will have done there damage.

sometimes the point of the terrorgheist is not what it does but what it makes the opponent do. :Vampire1:

Ive seen many a player trying to chase the annoying screening bat in circles and forget about the other easier targets to charge, especially when the cannons are no more.

they do require some skill as having them in march an still behind the enemy is hard especially when you are not playing the mounted lord, which with 2 terrorgiest is not recommended.
 
sorry for the double post, but can't edit mine for some reason

Ive been playing this list for a couple month, got about ~15 games in with it. I like to think it's unconventional and style pts worthy while being competitive but not cheesy.

Ghoul King (Red fury, beguile, dragonbane gem, sword of might, dispel scoll)
Master Necromancer (Level 4 wizard, master of the dead, power stone, lore of vampires)

Vampire (Fear incarnate, heavy armour, enchanted shield, biting blade, cursed bool, lore of shadow)

20 zombies (musician)
21 skeletons (fc, screaming banner)
31 ghouls (ghast)
2x5 dire wolves

2x2 fell bats
3x1 spirit hosts
8 crypt horrors

2x1 varghulfs
1 terrorgheist

----

variants:
- characters: in previous incarnations i experimented with a wraith or banshee in the skeleton unit, or sometimes riding with the horrors, in place of 2nd varghulf. sometimes would run a L1 necromancer with channeling staff, but i found he was a 80pt unreliable PD generator; never casted. Maybe once trying to spirit leech when i took death on him.
- hexwraiths: ran them early on too, and am still considering dropping 1 varghulf for them.
- corpse cart: again, in place of varghulf. attracts a lot of attention, has won me games versus high elves and lizardmen

characters
- sgk: originally ran him as a blender; but got frustrated 1+ rerollable armor saves. sword of might is a nice balance; still wounding T4 rnf on 2s, and have a better chance of punching through amour. sadly this build, especially without OTS, can't do much to a 1+/reverse++ pendant of khaleth
- master necro: always vamp lore. power stone is so critical.
- hero vamp: previously made him L2; no pts for it now, never bothered with BSB. always with the cursed book. 3+ for a modicum of protection against RnF. used to run with quickblood too but chopped it to fit 2nd varg and fell bats. usually runs in skeletons for synergy with screaming banner; but against enemies where the skells will be a liability i run him with sgk in ghouls for a quasi-deathstar. shadow is great: ive gotten lucky and rolled pit when fighting ogre deathstars and slaan-saurus heavy lists, wither/enfeeble are great magic defense since they are RiP, and miasma is always useful. would consider experimenting with death, as D&D or soulblight would be great to have too!

core
- in general a bit small, but i like using the diversity of models
- ghouls: really just an sgk delivery system. run the 7 wide by default; i found going to 45-40 to horde usually too unweildly
- skeletons: a backup unit to protect necro zombie bunker, but sometimes used as frontline when there is some some juicy 1A infantry or not-too-heavy cav to deal with. holding them back lets me pump them up to ~30-35 before they see combat with motd
- dire wolves: purpose spent by end of deployment phase. usually have them hugging flank to redirect knights and other flanks. key to their use is not being too aggressive and throwing them away needlessly. id pay 12pts/model if they were fast cav :P
- zombies: bunker. nuff said. musi for swift reforms, which is critical. drop a skelly for a banner if expected bng scenario

special
- horrors: my anvil. i love them. not invincible, but can sure as hell take a beating. great synergy with IoN and VDM. if no templates to be worried of, SGK sometimes goes here to add serious killing power. 4x2 is great as hordes trying to hide a weak character on the corner still get 6 attacks coming on them (assuming both units maximized)
- hosts: no comment necessary. could drop to 2 and take 3rd bat for points, as there are usually only 2 big threats to hold up (mournfang, knights, stanks, etc)
- bats: always my first drops in the middle back, sometimes intermingled with wolves. sometimes actually make it behind enemy lines and take out wms! great redirectors as well

rare
- terrorgheist: takes a lot of finesse, and eats all artillery fire from players who know what they're doing. early games i woudl just sacrifice him by getting up in the face of a juicy target, screaming at it, and hoping for the best. now i use him a lot more conservatively (especially if no warmachines/pits/amber spears threatening him) and wait until turn 3/4 to scream but keep his points
- varghulfs: great. usually run in a pair on a flank im trying to roll up. still has trouble with 1+as units, but other than screaming or throwing the characters in they are my best method for holding up. having no flanks/rear has been helpful on a number of occaisons. wish they had the hunger, and a higher ld for redirecting :P can die in 1 round if he fluffs, so a bit unreliable. prefer them over vargheists for 1) small footprint 2) no frenzy baiting 3) regen and T5 so they dont bleed CR

weaknesses
- armor. not much other than characters can punch through 1+ AS's with any consistency. dropping varghulf for hexwraiths is the path id consider to deal with this. another option ive been toying with is making the vamp forbidden lore (metal; aim for -1AS, enchanted blades, or any of the missiles/dd if actually have armor to deal with) or (bests; aim for wyssans, horrors, amber spear, kadon) and L2
- squishy general/killing blow. T5, regen, beguile only gets you so far. people give me a hard time but i'll never drop the ghoul king :) will also never pay for quickblood or a ward. im 1-3 vs dark elves, because basically my opponent puts KB on whatever the SGK is up against :P
- fear-immune. i have a decent amount of points invested in fear-bombing (banner and fear incarnate). having the wraiths around in a unit for terror was great, only played daemons and TK once, no civil war (yet!). even with fear incarnate and screaming; cold-blooded and L10 units still consistently pass fear. alot of the time by juuust enough. If i had the points for AoDM on vamp I'd take it in a hearbeat!
- flaming. terrorgheist and varghulfs dont like fire! (neither did the corpse cart). most people forget dragonbane gem on SGK, so ive mitigated damage having him challenge a dragon-egg-eating DE noble or firebellies :)

strengths
- deployment. i have ~7 chaff units (spirit hosts get held back when there something essential to target like hydras, stanks, mournfang), so im usually controlling the matchups. pretty essential to this list
- fearbomb. situational but can lead to 30 skels + vamp hero butchering elite HE infantry :) (well TBH this was back when i hard to corpse cart too -- whats that, your swordmasters are hitting me on 4s with no reroll?? XD)
- semi-magic defensive via RiP spell spam. I always take CoY if possible, unless going against MSU. Cursed book has a 50% chance of pulling out a RiP spell, and the hero vamp has 33% chance of getting another RiP from shadow lore.

random success stories:
- horrors eat a dual charge from 2 HE lion chariots. kill 1 and break the other over another couple rounds.
- same horrors, after eating chariots, wipe out a unit of 50 HE spearmen *WITH FLAMING BANNER* over 4-5 combat phases. curse of the midnight wind from cursed book was amazing here; ~40 hits, ~5 wounds, now reroll them :) he would get 1-2 wound per phase, while i was killing ~10 models/phase easily, if not more.
- varghulf eating a CoK charge and ripping it apart before it even strikes
- every time the terrorgheist makes his regen versus a fatal spell / artillery shot, 10 adorable kittens are born
- the fear-bomb. when it goes off, its great to watch inner circle knight buses break versus skeletons
 
Here's what I got:

Master Necro
Black Periapt

Lvl 1 Necro
Dispel

Lvl 1 Vamp BSB
Red Fury
Lance
Obsidian thingy (MR 2)
Barded Nightmare
Heavy Armour
Charmed Shield

40 Ghouls
21 Zombies
21 Zombies
5 Wolves
5 Wolves

6 Crypt Horrors
6 Crypt Horrors
Spirit Host
Spirit Host
4 Fell Bats
Corpse Cart
balefire

6 Blood Knights
St
Muso- Flag of Blood Keep

Varghulf
 
Ive never had my ghouls perform well. Ive always ended up thinking twice as many skellys or x3 zombies would at least have held up the target longer...o_o
 
I originally was trying to squeeze a ME into this list which would be placed on the hard flank boosting my CH cannonball meat shield, but really wanted that 6th BK. At 2500 it just didn't fit in.

Regarding ghouls... with a lil' help from the CC and perhaps a VHDM I think they'll do ok so long as they recieve a charge. I do usually run 2 big skelly blocks with MN having MoD, but am gonna try something new. It took a while to paint those ghouls and I'm tired of seeing that look in their red eyes on my hobby table.
 
bigbadbat said:
@Yorga - How do you do the little quote thing?

I hit reply and then cut the stuff I don't want to repeat. Then I copy and paste the rest. You can only quote two people in one post with this method unless you open multiple windows of the forums. Then you can go back and forth. You have to leave the brackets in that create the 'quote' html.
 
This isn't my list but I know of a general that uses it and does very well.

SGK red fury, dragonbane gem, sword of anti-heroes, OTS

vamp hero red fury, great weapon, armor of destiny
vamp hero red fury, great weapon, armor of silvered steel, luckstone
necro scroll

20 zomb's mu, sb
35 ghouls, champ
35 ghouls, champ

6 crypt horrors
5 hexwraiths
1 spirit host
1 spirit host
2 fell bats
2 fell bats

mortis engine, tome
mortis engine
 
I've been having great success with this one (mind you the Wight King goes with the Bks):

Core:
x36 Ghouls, Champ
x40 Skeletons, HW+S, FC (Screaming Banner)
Special:
x5 Hexwraiths, Champ
x11 Black Knights, FC (Barrows)
x2 Fel Bats
x2 Fel Bats
x1 Spirit Host
Rare:
Vargulf
Heros:
(BSB) Wight King w/ Lance, Barded Skeletal Steed, Night Shroud, Luckstone
Lvl 2 (Shadow) Vampire (HA), Quickblood, Cursed Book, Enchanted Shield, Warrior’s Bane
Cairn Wraith
Necromancer w/ Dispel Scroll
Lord: (yes, He's a bit cookie cutter, but the Skeletons need offense)
Lvl 4 Vampire Lord (HA+S) w/Red Fury, Quickblood, Ogre Blade, Talisman of Preservation, The Other Trickster Shard

My Bk are a heavy flanking unit you were looking for, and the Vargulf is a controllable Warmachine Hunter/flanker. I could fit the Terrorghiest in here, but feel the Vargulf is more utility than the huge base of attractiveness.
 
I like everything submitted so far!
This is the list Ill be bringing to campaign night at my LGC:

MN lvl 4
BP
MoD 275

MN lvl 4 death
Powerstone 220

Lvl 1 necro
Dispel 90

Banshee

Lvl 1 camp
AoDM
Fear Incarnate
HA
Enchanted Shield
DBG
Staff of Damnation 204

6 Crypt Horrors
28 GG w GW
FC
BoB 416
Spirit Host
Spirit Host
2 Fell Bats

TG

38 skelly
FC
Screaming Banner 245

32 skelly
FC 190

3 x 5 DW

20 zombie
St muso 70

2500 on the nuts.

MN bunkered up in zombies
Vamp and Banshee in SB skelly unit
Where to put Death Necro and scroll caddy a bit undecided...
Balanced and tough though I believe.
 
Ok looking at the list two major things stood out to me.
1. Staff of Damnation is garbage, especially when you compare it to cursed book
2. Fearbomb is a cool trick but has no place in competitive meta. Most combat armies are either immune to fear, are cold blooded, LD9+ or ITP.
 
The Banshee is in the same unit. Presently in the campaign there are no TK, lizards, or daemons. The other VC players are on my team.
I do see your point as the OP was for competitive balanced, and this list is geared for my local meta.
As for the SoD, i thought it a nice trick for my GG as I really want to be flinging those death spells. He is normally equipped with it.
You know, I think i will swap it out as no one likes any of those spells to go off, and that will let me feint around with my Vamp spells to get the good death ones off;)
 
2. Fearbomb is a cool trick but has no place in competitive meta. Most combat armies are either immune to fear, are cold blooded, LD9+ or ITP.

I'm glad someone finally thinks this too. Nearly all competitive Vampire players in Belgium tend to swear by this 100 points trick which is useless against TK, DoC, VC and tends to do nothing against LM... :P
 

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