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

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Swissdictator said:
Mad'At, have some zombies! I really appreciate it! *tips hat* Mind letting us know the magic level upgrade costs too, please with a corpse on top?


Duke Danse Macabre: Some for you too!
I think 35 per level, Ghoul King can't go above level 1. But don't quote me on that.
 
so does it mean Necro can for free choose from Death or Vampric lore and the same goes to Vampire, who can for free - without taking Forbidden Lore Vampiric Power, choose from 3 Lores. Did I get it right?
 
Markuene said:
so does it mean Necro can for free choose from Death or Vampric lore and the same goes to Vampire, who can for free - without taking Forbidden Lore Vampiric Power, choose from 3 Lores. Did I get it right?

Necros can take Death and Vampire lores, Vampires can take Death, Shadow or Vampire. Forbidden Lore allows a vampire to generate his spells from any of the lores in the rulebook except life (no longer loremaster, just able to choose a different lore). There is no way to make a generic character with Loremaster. The only characters with Loremaster are Kemmler (Vampire lore), count mannfred (Vampire & Death lore), and mannfred the acolyte (Vampire lore).
 
Darkos said:
...and there's no way in the book to raise ghouls...

Not entirely true. We can raise ghouls back up to starting strength with invocation, but not above starting strength and not as a new unit.
 
@Swissdictator: 17,5 slaves per level. Ghoul kings can't take any extra, but starts a lvl 1.
Not sure on what you mean with "corpse on top"...

Something I believe has not yet been said is the casting requirements for improved IoN. It is 6+ for a 6" bubble, 12+ for a 12" bubble, 18+ for 18". Pretty easy to remember too ^^
 
pointyteeth said:
Darkos said:
...and there's no way in the book to raise ghouls...

Not entirely true. We can raise ghouls back up to starting strength with invocation, but not above starting strength and not as a new unit.
I believe his use of Raise was referring to summoning, because of the Raise Dead spell.
 
Is there any point to taking rare Cairn Wraiths now? They're no longer skirmishers, cost more than Hex Wraiths, who also are fast cavalry, have more special rules. Hex Wraiths pretty much fill the same role as Cairn Wraiths, but better and cheaper. I guess you could field Cairn Wraiths if you wanted to max out ethereal units.

Also what do you think of putting hero wraiths in units? When I put my rare wraiths out on their own they usually fail to hit, and lose to static rez, and disappear -_-.
 
Hmm vampire bats giving always strike last to any unit they touch looks highly useful.

Wight king giving killing blow to any weapon he takes including magic weapons is just plain sick.:konrad:

Unholy Loadstone allowing a reroll to the summoning dice for models produced is a nice upgrade. As well as ION procing the ASF is awsome !!!! :tongue:

Hexwraiths can move through more than one unit for the S5 hits :O

Ghostly Howell is no longer negated by immune to psychology :D

WOW WOW WOW im soo happy:thumbsup:
 
CGBSpender said:
Is there any point to taking rare Cairn Wraiths now? They're no longer skirmishers, cost more than Hex Wraiths, who also are fast cavalry, have more special rules. Hex Wraiths pretty much fill the same role as Cairn Wraiths, but better and cheaper. I guess you could field Cairn Wraiths if you wanted to max out ethereal units.

I'd still take Cairn Wraiths. They are the "fighty" ethereal choice. Hexwraiths are harriers, and spirit hosts are just tarpits which will likely be ground down by static res. Wraiths on the other hand can tarpit and likely win combat as well. They've got 2 wounds each and 2 more attacks each over Hexwraiths, and the chill grasp attack if they have to deal with high armour or high toughness. Of course, this is all moot if there are any magic weapons in the unit but thats always a risk.

Aedin said:
Hexwraiths can move through more than one unit for the S5 hits :O

While they can move through more than one unit, they can only do the S5 hits on one of the units they moved through.
 
Swissdictator said:
What are the mounting options for Vampire Lords/Vampires/Wight Kings?

Vampires
Coven, barbed Nightmare, Hellsteed

Vampire Lords
Same plus Zombie Dragon and Abyssal Terror (who can get upgrades, one for Armor Piercing and another for Poison on non-Thunderstomp attacks)

Wight King
Skeletal Steed, which may be barded
 
count_caliban said:
I wouldn't complain about wraiths being nerfed. Considering we all thought we'd lose them as units.

Even if they weren't rare choice, you can still make a unit of heroes! :D. Just sayin'...
but yeah trading skirmish for bad touch attack is not a nerf imo, especially if you get VDM off!

here's a question, what happened to my book? :thumbsdown:

Actually, a real question I have is what of our spells? I've heard how IoN, VDM, and hellish vigor (reroll wounds?) works, and read about winds of undeath but what of our other 3 spells (curse of years, raise dead, and gaze I presume?)
 
Curse of years is a hex, roll a d6 for each model, on a 6 they suffer a wound (no AS). If not dispelled, next turn it repeats but on a 5+ and so on until a max of 2+. Cast on 12+.

Gaze is a missile.
 
didnt someone say something about being able to recast signature spells several pages back? I'm a bit unfamiliar with eight edition magic right now.
 
Okay..I only play vamps so I'm used to being able to spam just about everything. This works if a loremaster and and a necromancer know the same spell(which is inevitable)?

EDIT: is invocation of nehek an innate ability of all vampires still?
 
count_caliban said:
Okay..I only play vamps so I'm used to being able to spam just about everything. This works if a loremaster and and a necromancer know the same spell(which is inevitable)?

EDIT: is invocation of nehek an innate ability of all vampires still?

Nope.
 
count_caliban said:
To which question?
I don't believe loremaster is available to us anymore.
IoN is not innate anymore, it is the signature spell (like the signature spells in the BRB). Note though that any caster can swap out a spell for the signature spell and so you can have multiple casters with the signature spell (IoN) as stated in BRB, and thus each caster can attempt it once, but allowing you to cast it as many times as you have casters that know the spell. So four necros with IoN swapped in for one of their spells = 4 attempts to cast IoN. That's a pretty expensive way of going about it, but the principle is something to bare in mind if you picked this army because you enjoy raising the troops (like me!)

Sorry mates, but another question: Black coach is really unchanged? I heard it used all the time as an example of a unit with outdated rules, so having it get charged up just as fast (and to just as powerful) seems strange. Not that I mind much...
 
Dklyn said:
count_caliban said:
To which question?
I don't believe loremaster is available to us anymore.
IoN is not innate anymore, it is the signature spell (like the signature spells in the BRB). Note though that any caster can swap out a spell for the signature spell and so you can have multiple casters with the signature spell (IoN) as stated in BRB, and thus each caster can attempt it once, but allowing you to cast it as many times as you have casters that know the spell. So four necros with IoN swapped in for one of their spells = 4 attempts to cast IoN. That's a pretty expensive way of going about it, but the principle is something to bare in mind if you picked this army because you enjoy raising the troops (like me!)

Sorry mates, but another question: Black coach is really unchanged? I heard it used all the time as an example of a unit with outdated rules, so having it get charged up just as fast (and to just as powerful) seems strange. Not that I mind much...

The Coach no longer absorbs Dice, nor does it count your opponent's Dice.
You pick up your power dice, roll, and 6s add a counter but don't disappear.

It looks to slowly power up, it will be full in most games in the last third of the game, if you roll average.
 
Wargamer said:
The Coach no longer absorbs Dice, nor does it count your opponent's Dice.
You pick up your power dice, roll, and 6s add a counter but don't disappear.

It looks to slowly power up, it will be full in most games in the last third of the game, if you roll average.

My thanks, my good man. Interesting changes, seems like it now works slightly better in a magic centered army (with MotBA generating more PD) rather than hurting it, and taking twice as long to power up certainly seems reasonable.

Just got notice that my cards/book was shipped from Tennessee today :'(. I'll be sure to move to Puerto Rico next time we get an update so I dun have to wait a week longer ;).
 
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