[Rumour Compilation] Vampire Counts New Release: 14th Jan 2012

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AS I am new to this site, I ave not yet had the chance to read all of the posts on this thread, but I have learnt some weird and wonderful stuff from the ones that I have read. I always wondered why people hated my Vampire Army more than anyone else's, but now I am beggining to see why. So many of you have said that Zombies are useless to pay for (maybe they are with the new rule book, don't really play 8th rules, so forgive me if I am out of line) and it seems you have hated them from the start. I must admit, when they were brain dead, I never took them, not even to raise for free. I prefered to raise skellies in the previous book. But then the current book arrived, with no brain dead rule (so you could actually have the chance to do something when you charged or got miasma off) and the only unit you could raise from scratch, so I bought a tonne of them. I ALWAYS field two units. They are nice size at 80 points, abd fill your core requirement whilst leaving points free for the better units (obviously slightly different with the new rules) And generally I would get several Invocations off on each unit in the first magic phase, usually ending up with two units of 30-40 zombies, and people let you do it! Because they think they are easy to get rid of, but that is a lot of combat res you need to wipe out the unit, if you don't, they will be back, and mine were almost always back up to strength or bigger. This meant they would hold up annoying units whilst my ghouls and cairn wraiths did their jobs. Two units of 4 cairn wraiths running around the table is enough to put the fear of von carstein into anyone! Couple that with the fact I hardly ever use combat magic (why waste the dice when you can increase the size of your army?) New units of zombies are perfect for changing the line of your opponents charge, but I am sure you all know that. The bonus to the drop in Zombie price in the new book is that you can have a couple of horde units for the new rules, and they should be even longer lasting after a couple of spells are cast on them. Forget the combat magic unless your army is already too big (i.e. you have no models left to use!) and with 3 corpse carts with balefire to take away their magic casting levels, you shouldn't need to worry about their magic phase (which will all be targeted at the Wraiths)
Long story short, don't sell the zombies so short, I used to myself, and was pleasantly surprised when I actually fielded them the way I do now.
 
Maybe there's a restriction on how many times the power can be chosen in one army. As far as the WD states for example, there can only be on Necromancer upgraded to Master of the Dead ( which is not a bloodline power, but still a restriction in the army)
 
Duke Danse Macabre said:
True but I can't imagine it being cheap and it may get wasted just having the 1, I myself would never reroll a 4 up.
As it stands now I still see people taking it 2 and 3 times maybe with a black coach in the army to make sure they get max dice 90% of the time.
Hell people I play normally use the rule 1d6 per 1k points.
Lets face it, 12 dice in 500 points is a bit much same as 12 dice at 10k is next to nothing.

I like that idea, I am going to work that into my house rules (mixture of the good new stuff with the old rule book)
 
Jaeger Von Carstein said:
AS I am new to this site, I ave not yet had the chance to read all of the posts on this thread, but I have learnt some weird and wonderful stuff from the ones that I have read. I always wondered why people hated my Vampire Army more than anyone else's, but now I am beggining to see why. So many of you have said that Zombies are useless to pay for (maybe they are with the new rule book, don't really play 8th rules, so forgive me if I am out of line) and it seems you have hated them from the start. I must admit, when they were brain dead, I never took them, not even to raise for free. I prefered to raise skellies in the previous book. But then the current book arrived, with no brain dead rule (so you could actually have the chance to do something when you charged or got miasma off) and the only unit you could raise from scratch, so I bought a tonne of them. I ALWAYS field two units. They are nice size at 80 points, abd fill your core requirement whilst leaving points free for the better units (obviously slightly different with the new rules) And generally I would get several Invocations off on each unit in the first magic phase, usually ending up with two units of 30-40 zombies, and people let you do it! Because they think they are easy to get rid of, but that is a lot of combat res you need to wipe out the unit, if you don't, they will be back, and mine were almost always back up to strength or bigger. This meant they would hold up annoying units whilst my ghouls and cairn wraiths did their jobs. Two units of 4 cairn wraiths running around the table is enough to put the fear of von carstein into anyone! Couple that with the fact I hardly ever use combat magic (why waste the dice when you can increase the size of your army?) New units of zombies are perfect for changing the line of your opponents charge, but I am sure you all know that. The bonus to the drop in Zombie price in the new book is that you can have a couple of horde units for the new rules, and they should be even longer lasting after a couple of spells are cast on them. Forget the combat magic unless your army is already too big (i.e. you have no models left to use!) and with 3 corpse carts with balefire to take away their magic casting levels, you shouldn't need to worry about their magic phase (which will all be targeted at the Wraiths)
Long story short, don't sell the zombies so short, I used to myself, and was pleasantly surprised when I actually fielded them the way I do now.

Oh don't worry Jaeger. I have always loved my zombies:zombie:, even if there crap in combat. I just field them because there fit the army so well ( being one of the most themed units you can take). Now, with the ability to stick a char back into the unit, and given them 6+ regen with a Mortis Engine behind them, the become a lot more of a unit that stays on the table a bit longer. I have 80 og them, so that should work ;)
 
Elbisrever said:
Jaeger Von Carstein said:
AS I am new to this site, I ave not yet had the chance to read all of the posts on this thread, but I have learnt some weird and wonderful stuff from the ones that I have read. I always wondered why people hated my Vampire Army more than anyone else's, but now I am beggining to see why. So many of you have said that Zombies are useless to pay for (maybe they are with the new rule book, don't really play 8th rules, so forgive me if I am out of line) and it seems you have hated them from the start. I must admit, when they were brain dead, I never took them, not even to raise for free. I prefered to raise skellies in the previous book. But then the current book arrived, with no brain dead rule (so you could actually have the chance to do something when you charged or got miasma off) and the only unit you could raise from scratch, so I bought a tonne of them. I ALWAYS field two units. They are nice size at 80 points, abd fill your core requirement whilst leaving points free for the better units (obviously slightly different with the new rules) And generally I would get several Invocations off on each unit in the first magic phase, usually ending up with two units of 30-40 zombies, and people let you do it! Because they think they are easy to get rid of, but that is a lot of combat res you need to wipe out the unit, if you don't, they will be back, and mine were almost always back up to strength or bigger. This meant they would hold up annoying units whilst my ghouls and cairn wraiths did their jobs. Two units of 4 cairn wraiths running around the table is enough to put the fear of von carstein into anyone! Couple that with the fact I hardly ever use combat magic (why waste the dice when you can increase the size of your army?) New units of zombies are perfect for changing the line of your opponents charge, but I am sure you all know that. The bonus to the drop in Zombie price in the new book is that you can have a couple of horde units for the new rules, and they should be even longer lasting after a couple of spells are cast on them. Forget the combat magic unless your army is already too big (i.e. you have no models left to use!) and with 3 corpse carts with balefire to take away their magic casting levels, you shouldn't need to worry about their magic phase (which will all be targeted at the Wraiths)
Long story short, don't sell the zombies so short, I used to myself, and was pleasantly surprised when I actually fielded them the way I do now.

Oh don't worry Jaeger. I have always loved my zombies:zombie:, even if there crap in combat. I just field them because there fit the army so well ( being one of the most themed units you can take). Now, with the ability to stick a char back into the unit, and given them 6+ regen with a Mortis Engine behind them, the become a lot more of a unit that stays on the table a bit longer. I have 80 og them, so that should work ;)

That will help someone else I know, he fields nothing buts zombies, 10 dire wolves and a Vamp lord! (Shockingly, he never won a game!)
 
GW channged the stats for some units on their website:
-Dire Wolves Vanguard, Slavering Charge
-Zombies S and T 3, replace Shambling Horde with ASL, Newly Dead
-All vamps seem to have gained +1A base, with Lords starting as lvl 1
-The Zombie Dragon has more dragon-ish stats, T6 and W6, but only WS4
-VArghulf I 4, lost Terror, Vampire (thats strange) and Hatred
-Blood Knights gain +1 I = now 5
-Ghuls are still undead


quite happy to see Zombie stats, ASL is not a big deal in my opinion
 
And i am wondering that:
Hexknight will be full etheral unit o just like black knights?
Will we still have forbiden lore at Vamp powers?
Or will we can still use ION on Crypt ghuls?

Any ansers will help... :P
 
Awesome that zombies now have T3 for their 3 point cost, that will make them really viable as anvils/tar pits against my brother's HE.

I also like that Blood Knights have I5 and that Ghouls are still undead (which I assume means they can still be raised?)

I do think that the Varghulf losing Vampire, Terror and Hatred is a heavy blow especially seeing as it remains at the current cost, and I'm pretty sure you didn't mean +15 Attacks on the Vampires :P
 
@Sirkoozzi

They are ethereal.
There is a vampiric power that allows us to use other Lore than Vampiric.
Well if they are undead, why not?
I suggest reading 1 page of this topic.

@NicholasLeMort
Ofcourse not, thanks:)
 
I still see hatred on the Varghulf's rules, though. From what I see it has only lost terror and the vampire special rules.

Interesting news though, for sure. :)
 
I still see hatred on the Varghulf's rules, though. From what I see it has only lost terror and the vampire special rules.

Only? So it can't march by it's self now? Glorified lap dog then?:zombie:
 
They're returning the strigoi to the fluff(as they used to be) the varghulf doesn't really make sense. So they're probably gonna change it so its not a bestial vampire.
 
so they have given Vlad Heavy armour too.

must of realised how daft it was making thge model have armour with no armour save lol

Mounted manfred gets loremaster aswell, althoough they dont say which lores...
 
Death and forbidden lore I'd assume. He already had that but wasn't called a loremaster. And vampires should probably have at least light armour default, considering most of the newer models are wearing armour.
 
count_caliban said:
Death and forbidden lore I'd assume. He already had that but wasn't called a loremaster. And vampires should probably have at least light armour default, considering most of the newer models are wearing armour.

Completely agree
Heres hoping we can buy full plate for lords :vampire3:
 
* Btw, if the CT/ME counts as a chariot, does it also cause impact hits?

* Oh and btw, a little change in Korad's rules: He now has 4 attacks standard. That gives him 5 attacks with the dual handweapons, and a possible 6 attacks if "One bat short of a belfry" still works the same. Meaning he could slay 12 models that have 1 wound and just butcher anything with 20 wounds or less if the Sword of Waldenhoff still works the same.

Downside is that he has regular Hatred instead of "Infinite Hatred"

* And the Corpse Cart has 4W istead of 3W
 
Duke Danse Macabre said:
True but I can't imagine it being cheap and it may get wasted just having the 1, I myself would never reroll a 4 up.
I imagine you'd have to accept the 2nd result? Personally, I would hesitate to even reroll 3 (50% chance to get something better, 33% chance of getting something worse) mainly because the idea of paying points to lose PD kills me :D. But could be a worthwhile power making you usually have at least 3-4 PD over DD which is always neat.

Also excited that the rod of flaming death (hilarious name) is getting the cage benefit. Always enjoyed that item and if it gets better, I'll make sure to find room in my list for it :D. Actually, all our bound spells are kinda interesting.
 
geordieclubba said:
count_caliban said:
A model can't attack more then ten times.

yes it can with red fury

I was told during a game that no stat can surpass ten, even with modifiers, this includes attacks. Red fury would have otherwise given Konrad twelve attacks. However thinking now, models can have 2D6 attacks so you're probably right
 
count_caliban said:
geordieclubba said:
count_caliban said:
A model can't attack more then ten times.

yes it can with red fury

I was told during a game that no stat can surpass ten, even with modifiers, this includes attacks. Red fury would have otherwise given Konrad twelve attacks. However thinking now, models can have 2D6 attacks so you're probably right

Random characteristics, specifically attacks, which are any attacks with a characteristic of (D6+, etc), can go over ten.

Red Fury is different. Red Fury allows for the model to make an additional attack after wounds are dealt. These can never go above ten at one time, but they are made at different times. If a Vamp lord gets 5 attacks, and 5 wound, he immediately makes 5 more attacks. If he has 7 attacks, and 7 wound, he immediately makes 7 more attacks.
 
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