Questions on the validity of a direwolf rush army

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Oxylepy

Zombie
Feb 5, 2013
14
Zombies
14
Alright, so it's been some time since I've played 40k or fantasy and I am highly considering Vampire Counts since 40k has essentially priced itself out of being a worthwhile game, and VC were always one of my favorites (aside from Brets).

I'm not sure if this would be the correct place to be posting this as it kind of spans over multiple forums worth of questions. Forgive my ignorance.

So, anyway, a direwolf rush army running Vampires as primary spell casters using Summon Creatures of the Night. The Direwolves would be used for flanking, harassing, and all around swamping the enemy, while the Vamps would be in Black Knight units and be the fist aspect of the design. Hexwraiths if the point cost of the game were to be high enough, and perhaps Vargheists, as their statline to point ratio seems to place them at being better units than Varghulfs or Terrorghiests. Anyway, the entire army would be mobile, and the entire core would be composed of Direwolves.

So would the structure be viable? It worked well for me a long time ago when I used the tactics, but I'm not sure if the new rulebooks would allow it to work.

In addition: The various enemies I may face would likely be able to field things such as bows, or worse yet the horrifying hordes. How many units would I likely be looking at facing of various armies in, say, a 1000 or 2000 point game? As long as the number of units I have outmatches the number they have, I can at least bog them down with wolves (archers being a primary target for one unit, units of many models being perfect for two or so units, and CC units being the target of Black Knights and direwolves both).

In essence would I be looking at being outnumbered by units or outnumbering their units? Assume 25% with 6 wolves to a unit, 2 deep since the rules should allow them supporting attacks.

I looked through the army book and mostly found units I wouldn't be using, primarily due to speed. So the list of primary units for the structure would be: Direwolves, Black Knights, Hexwraiths, Vargheists. While the list of secondary units would be: Varghulfs, Terrorgheists, Black Coaches, Fell Bats and the Mortis Engine. Most of the mounts were acceptable, aside from the Terrorgheist (which is strigoi, and I'm going more for a martial lahmian feel; speed, power, and appeal). Blood Knights are right out because of the fluff side of things, which makes them more Blood Dragons/Thinking unenthralled beings, and while whipping the horror-show cousins into battle is one thing, brokering deals with the Blood Dragons is quite another, and I'd see them as suspicious allies at best.

When coming up with this iteration of the idea I had a tough time deciding on whether or not to bother with mop-up units like Graveguard, but I found that, if anything, their slow speed (unless I start using spells on them) would lead to a drain from the front of the assault, and while they could easily slaughter their foes when they reach them, it'd be better to take 2 units of direwolves and a unit of black knights to the blocks right off the bat than to let the wolves sit around dying every turn while the guard walk on.
 
Don't dismiss the terrorgheist so quickly. While it's stat line isn't that good looking, it's worth lies in it's screaming. It shouldn't see combat at all.

As for going all wolves... i'm unsure... while they are great for redirecting and speed bumping the enemy other unit, they won't achieve much in the fighting department.

The hexwraith are really good, but hard to use.

nd the vargheist are really strong and hit like a brick rock, but are very vulnerable.

The thing is, aside from your black knight, the rest of your army will be very vulnerable.
 
Oh I'm not really discounting it, just if the points would give me the options for one or the other, I'd take the Vargheists. As a mount they'd be right out since only the one lord can take them, though.

As for the fragility of the army, the idea is numbers of units, all of which mobile. The rest of the core units are extremely slow and thus open to fire, which the direwolves can normally handle, but since I want the entire army to rush the other core units would be left behind quickly and take forever to make it to combat. Reguardless the rest of the core aside from the points heavy ghouls, seem to be only tarpits.
 
I made a 3000 point list with only dire wolves as core and everything else moves pretty fast. If you want me to post it let me know. It uses a vamp lord on a zombie dragon, coven throne, vargheists, and terrorgheists. Don't know how viable the list is but it would be fun to play.
 
Ah so it's a hypothetical list... Could be an interesting read, I have a few of my own, but I need to adjust them now that I see direwolves can do supporting attacks. Originally I had everything set to the old 7 man lines (that gets the full 7 in combat if you're fighting a foe with a 5 man front/side), but now I can have everything in 3x2 blocks, allowing a full 6 attacks, but more maneuverability.

Actually a good question for me to ask would be: Rough suggested point cost of a Lord/Vampire? My designs are 207 points on a vampire and 422 on a lord, neither has an increased magic level. I'm actually failing to see the point of increasing the magic level of Wizards in this edition, power die are random (which I think is all of the dumb), and if I just plan on spamming IoN I'd be better off with more casting it than any of them casting other spells. Still not sure, however, how my 500 point list is going to work considering each turn they can just pick up their die and try to block my spell, and I will end up compensating by rolling more than they get....
 
How many points do you usually use? I upgrade magic lvls just because usually everyone uses a Lvl four against you so it helps even the field with casting and dispelling.
 
My 3000 point list with all dire wolves as core:

Vamp lord Lvl 3 on zombie dragon, ogre blade, talisman of preservation, red fury, quickblood, summon creatures of the night, charmed shield.

Vamp Lvl 2 summon creatures of the night, dark majesty, obsidian blade, on a coven throne

Vamp Lvl 2 sword of strife, beguile, aura of dark majesty, on a hellstead

9 units of 10 dire wolves

1 unit of five wolves

5 hexwraiths

4 vargheists

2 terrorgheists

Something fun but like I said I don't know if it would work in a tournament
 
So why the 10 man wolf units? I suppose to act as better tarpits and survive rounds of combat, but what are you doing with them that makes more in a unit but less units total more viable than, say, 5 man speed bumps used to harass/surround enemy units?
 
Well you already have ten units of core plus the other stuff. They are so they can survive better and I can lead my opponent around and clean up with my big monsters. I found that five direwolves die really easily but ten is usually just enough to survive the round of combat and then crumble away so that unit is stuck there instead of overrunning or reforming. Then you can catch flanks easier if you angle your.wolves properly.
 
But on the direwolves, consider this:

19 units of 5 dire wolves, all of the Vampires have Summon Creatures of the Night, they all cast IoN first turn (or even half), that should double if not more your entire army. Deploy, Vanguard, march things close to the general, march the general, march/move the wolves but keep them in range, cast IoN from the general and other casters, hope for 5+ wolves to each unit to be generated. You now have 19 units of ~10 wolves, 190 wolves total. They should be spaced in a forward arch around your own units, with enough room between them to move your inner units, and if possible try to get VDM to go off for all units in 12", moving as many wolves to the side as possible, but keep a few in front as blockers just in case (ones the enemy does not want to fight). Then on the following turn you have the ability to finish the blitz moving the wolves to the sides some to attack flanks and others to attack the rear later. Seriously, 200 massive furry bodies is little to scoff at.

As for the Terrorgheist, I was considering the BKs more important due to them being my strongest overall hammer, but as everyone has suggested it, I probably will end up fielding them.
 
So, double post but the old one is a day old and I have some other questions:

I found that if I stick with this design, which I likely will considering the number of wolves the army could field as well as me being a speed freak regardless. So, assuming 5 man units and lot of them, wolves deploy on both sides of general, then vanguard into a corpse shield, general moves forward, probably ahead of them due to march, they move staying within 12", he uses his IoN followed by Dance, hopefully. They move out to form a nice bubble around him and place them closer to a location in which they can flank. Should work out nicely.

Now, as for the Terrorgheist, definitely going to rock them, I have decided that I like their style and they are suitably impressive models.

And the General, I think I can either run him as a squishy general on a Hellsteed and not use him as my main combat Vampire, running instead a deathstar with either another Lord or a couple Vampires, or I could run him in a deathstar, or, finally, I could run him in a unit of BKs with the other Vampires in their own units of BKs. The Zombie Dragon would be really nice, but unless I'm running in a 3k army, which will be a bit down the road, I think I'd rather save that for a higher point cost game.

Anyway, lets say I get this all working and use the direwolves as speed bumps, probably pretty hefty ones at that, and lets say that I don't take the General in a deathstar... Should I run detachments of other units and keep the general with the chaff or should I run the whole thing as one large block, breaking it where appropriate? If I use the Terrorgheist it will probably be a nice distraction from other units, and if I run a non-general deathstar it may be better elsewhere (using both the general and the Terrorgheist as more desirable targets, while the real hammer may go unmolested).

Finally, I've begun to love the lores of Death and Shadow because of this forum and may only use two Vampire lore casters instead of my original super wolf buff idea, but using them without an ME may be less effective than it would seem they could be, and if they are all level 2s instead of a level 4 I may have some issues there. Suggestions?
 
Well the problem with that many units is not having enough space to keep them close enough to raise more. Also dire wolves don't do enough damage to not crumble even if they are units of ten and multiple charges. If he wins combat, everything that charges crumbles and they are gone. That is why I was suggesting units of ten because when you raise more you will have units of 15+ which will be harder to kill off.
 

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