Starting Warhammer in a few days

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lilcal20

Zombie
Apr 12, 2012
2
Zombies
2
Hey all, I will be starting warhammer in a few days, and have decided on Vampire Counts, I have a few questions that would be great if you could help with.

1. Shopping list I have £300.00 budget for the army - what should I buy, looking at 1500-2000 point army.

2. Pros and cons of vampire counts

3. what they excel at

4. what makes them special/unique/special rules.

Thanks all
 
Buy a couple of the battalion boxes, if you go for one of the online retailers like maelstrom games or rocket games you will get 15-25% off gw prices, that will give you quite a few of each of the core troops except dire wolves, throw in a box of dire wolves, a new plastic wight king (or the new krell model) some finecast vampire models (you probably won't need more than two) and the new plastic necromancer. Two boxes of the crypt horrors/vargheists, and one or two boxes of hexwraiths/black knights. That's probably around your budget now.

Strengths
Vc are very reliable, they don't run away, they have cheap troops, poky magic items and bloodlines alongwith very abuseable magic.

Weaknesses
They need to be within 12" of the general to March, they can't flee from charges, if your general dies you will lose models as your army crumbled to dust, but another of your mages can take over.

This is a link to rocket hobbies website, they are cheap, and seem quick on dispatch (24 hours) but only do plastic kits and you pay pnp.
http://www.rockethobbies.co.uk/Wargames/Games-Workshop/Warhammer/-c-683/?h=c

This is a Link to maelstroms website, they are also cheap, stock a massive range, but can take up to a month to post your order to you (free pnp)
http://www.maelstromgames.co.uk/index.php?act=use&sub=lou
 
The War Store is also an awesome place, but it is in the US so I'm not sure what international shipping would be. They have a good price and have always been super friendly to me. I just put in a $250 order and they shipped same day.

www.thewarstore.com
 
lilcal20 said:
1. Shopping list I have £300.00 budget for the army - what should I buy, looking at 1500-2000 point army.

That size army is difficult to pull off with that budget. Where will you be playing? Will the venue allow non-GW models? Mantic offers less expensive alternatives to a number of models, particularly in the infantry range.

2. Pros and cons of vampire counts

pro: powerful vampires, decent magic, 'scream' attacks (banshees, terrorgheist, mortis engine, scabscrath - short range shooting attacks that can be used in close combat, target leadership, and ignore armour), ethereals (banshees, wraiths, hexwraiths, spirit hosts - can only be hurt by magic), psychology (all cause fear or terror, multiple tools to weaken enemy fear tests), unbreakable (never run from battle), good 'chaff' options (cheap units to fill deployment slots & block charges, including dire wolves, fellbats, and spirit hosts), decent tar pits (skeletons and especially zombies), decent melee options (ghouls, grave guard, crypt horrors, cav, heroes & wraiths), good discount hero options (necromancers, wraiths, wights), decent support options (corpse cart, mortis engine), decent deathstar options (grave guard, black knights, maybe blood knights - though the points restrictions on rare hurt).

The most notable vampire strength, imo, is strong internal balance. Almost everything in the book is at least acceptably decent at what it does (possible exceptions including the black coach that's just overpriced and outclassed by other options in its army slot & battlefield role, and special characters Konrad and Isablella who are meant for melee but lack the defenses necessary to survive in close combat). Otherwise, there's nothing in the book that doesn't have legitimate uses or dovetail well with some other option to produce significant synergy. This lets you field a wide range of equally viable options, or just pick units based on what models you like and you'll still probably end up with something workable.

Cons: heavy reliance on the inherently unreliable magic phase (zombies are great tar pits... if you can get invocation off, grave guard are great melee fighters ... if you can get dance or vigor off, etc), vulnerability to enemy magic, vulnerability to enemy war machines (we have a lot of support options that are good, but can be picked out by artillery), can't march outside of the general's aura, limiting deployment options and maneuverability, army crumbles with death of the general, further limiting what your tactical options. Reliance on expensive characters can limit the points available for other options, core tends to be somewhat weak. Instability means vulnerability to enemy melee elites, and makes combined charges inadvisable - again limiting strategic options during the game.

3. what they excel at / etc

The typical vampire configuration is an infantry horde - with a big block of grave guard as an anchor supported by skeleton and zombie tar pits peppered with a variety of characters, with multiple chaff and support units helping out. Such a list can be relentless - plodding up the board, replacing casualties in the magic phase, and gumming up key enemy units with chaff & tar pits while the melee blocks eat the rest of their army. When everything's working on all cylinders the army feels invincible, victory inevitable. Downside is it's all quite reliant on a very fickle magic phase. A few bad phases where you aren't able to replenish or buff your units and everything just melts away - a whole lot of bluster for nothing.

The other problem with the typical strategy is model cost. GW infantry are expensive, and this army asks for tons of them - likely hundreds of zombies, over 50 skeletons if you're fielding them at all, and 30 to 40 grave guard in games of 2 to 3k points. Discount sites can help with that, but then you aren't supporting the local stores where you actually play the game. Non-GW models can help with that, but if you play at a GW store they aren't allowed.

Fortunately, the good internal balance of vamp counts means there's a lot of other configurations you can try. Black Knight death star, Screamspam, fearbomb, Mortis Engine + low level wizard spam and/or crypt horrors, etc. Lots of options, some less reliant on magic, some less cost intensive - though your core is pretty much always going to be magic-reliant infantry - there's only so many dogs you can fit in a list - which can make it feel somewhat superfluous in some lists (cavstar in particular).

All that said, we're still looking to find where the new book excels. The 8th ed rules really took a hammer to what had been the traditional undead battle plan by dramatically reducing the impact of psychology, by preventing high initiative characters from killing those adjacent before they could strike back, by shifing the balance of combat reasolution heavily towards active wounds and away from static resolution, and by making the magic phase in general far less reliable.

So far under the new book, anecdotal results have been mixed. Some seem to win every game, some can't win at all. In general we agree that beasts, orcss and brets are easy match ups, but we have trouble with artillery heavy dwarf or empire armies, armies like lizardmen that can shut down our magic phase even with good winds of magic rolls, and armies like chaos warriors that can beat down our better melee units even after we've buffed them up, leaving us little in the way of win conditions. Tournament results have been poor overall, but that doesn't preclude the possibility that hardcore lists might yet emerge.

However, with strong internal balance and a range of cool units, the book is a lot of fun to work with, resulting in an overall positive reception. More positive than that of the Tomb Kings book, perhaps. That book's poor internal balance leaves it with several dud choices, and it has several frustratingly counterproductive or counter-intuitive special rules. As a result, writing lists for that book is a chore, even if the books power lists might have more in the way of valid competitive value at tournaments then ours.
 
Thank's for the reply, I was rather shocked at £300.00 not being enough for at least 1500, Prehaps you are right, I have been told vampire counts army in general is usually higher than any. Thank you for the reply gives me a great deal of info.
 
Sorry, cliche America-centric yank over here, saw £ and my brain translated it into us$. us$300 is not typically enough for a 2,000 point Vamp Counts army. Not sure on £300.

That said, yeah, the typical Vamp configuration is among the more expensive Warhammer armies. 8th edition was deliberately designed to encourage larger armies, and our typical configuration is an infantry horde - lots of infantry, at relatively expensive GW infantry prices (Grave Guard in particular - our usual infantry anchor, are nearly criminal; and the new substitute option, Crypt Horrors, aren't much better), supplemented by also expensive specialist support like Terrorgheists and Mortis Engines and the like.

There are less expensive configurations - I'm liking Black Knight deathstar, and it's certainly a cheaper way to go than infantry horde, but it's still pretty pricey. Non-GW models can help, too.

But while there are some more expensive armies, in general yeah, Vamps are on the pricier end. Aiming for a smaller force to start might be more realistic. 1,000 points isn't too bad, although it does tend to box you into a necromancer lord if your local community doesn't otherwise bar mage lords at low points.

If you want something cheaper, try artillery heavy dwarves, or warrior heavy chaos - the latter can even save some of the dark magic badguy feel of undead. But if you really want that undead army feel, specifically the variety of undead found in vamp counts (vamps, necromancers, skeletons, ghouls, zombies, wights, ghosts, and so on - as opposed to the less diverse tomb kings theme, which is skeletons, skeletons, skeletons, statues and mummies), then you're better off playing the army closer to your heart and just collecting it more slowly, rather then forcing yourself to try and like something you don't care as much about, and as a result never finishing or playing the army. Better to spend $400 on an army out actually get a ton of enjoyment out of long term then to spend $200 on an army you get bored with and never use, imo.
 
Just passing through with some advice I wish to Hell that somebody had given me, and it's advice I'll be following when I start my second army (as soon as a new damned Dwarf book drops): If you buy everything for your list at once, you /will/ get bogged down. I made the mistake of buying practically the whole army, and suddenly I've got piles of unpainted models and what seems like next to no motivation to get to work at them.

If I could do it all over, I would buy a box. I'd assemble (which seems to be the most fun for me--I love the modelling/conversion/basing side of the hobby) and paint that box. Then, and only then, would I move on to the next unit for the army. Buy a box of Skellies, paint the bone boys up nice and proper, /then/ move on to those Dire Wolves.

Disclaimer: I may be the only unmotivated painter in the whole hobby...but I doubt it.
 
eBay can be your friend...I have seen entire armys for $400 or tons of box stuff for similar. I would lurk there for awhile and see what happens. Another option is in your gaming area someone trying to get out of Warhammer or VC can net you a good deal sometimes, thats how I started VC.
 
Mantic models will save you a fortune, Wayland games offer big discounts and frequent free shipping, thought I only payed £1.50 or so for a large shipment not long ago.

Getting some Terrorgheists, a Coven Throne and a Vargheist from them saved me £20 or so.
If you must have GW models, I suggest Ebay, but the bidding wars tend to push them beyond value and then some.
 
300quid is something like 600 dollars. So That should be aplenty to start a new army. But for cheap zombies, go to mantic. Not only do they look great, they are also roughly half as expensive as GW.
 

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