RarerMonsters said:Bane said:I think Skeletons are the only core I don't use. I haven't found the real benefit over zombies. Probably just my meta, though. Very high in WoC, DoC, and other high strength opponents where a 4+/6++ doesn't really do you any good. Give me a t4 ghoul block with the ME support any day.
Magic Banner. If you are running a chaff bunker for a Vampire Lord, the +1 movement from Swiftness will make it the best cheap bunker, and the MR 1 from Liche Bone will keep you safe from Deathsniping.
HeroZero said:Yep. Blinders on. Skeletons do bleed combat res, but bring a ton of ranks to negate steadfast.
HeroZero said:You should be winning combat, because you should have a vampire in the unit generating CR for you. But your right it doesn't matter if you are running character-less(why?)
Vipoid said:HeroZero said:You should be winning combat, because you should have a vampire in the unit generating CR for you. But your right it doesn't matter if you are running character-less(why?)
I've run 2 vampires in a skeleton unit - it still lost combat against a lot of stuff.
HeroZero said:That has not been my experience with infantry buses. I don't shove them against stuff that can easily wipe 5+ skittles per round or drop a baby vamp easily.
Scary units are not a foot bus target... Ever.
HeroZero said:That has not been my experience with infantry buses. I don't shove them against stuff that can easily wipe 5+ skittles per round or drop a baby vamp easily.
Scary units are not a foot bus target... Ever.
Blutsauger said:HeroZero said:That has not been my experience with infantry buses. I don't shove them against stuff that can easily wipe 5+ skittles per round or drop a baby vamp easily.
Scary units are not a foot bus target... Ever.
Depends. In the context of this thread, the proper units to deal with scary enemies are disallowed. No BK bus, no dual gheists, etc.
So we're discussing the potential of an infantry bus instead. If you're running a blender lord on foot with some character support in a skeleton unit, and you don't have TGs or a BK bus for support, then your only option for dealing with scary enemies is to smash them with your infantry bus.
It doesn't matter if you lose 35+ skeletons over a few rounds of combat, so long as in the final wash you come out on top. I'll gladly lose three rounds of combat so that I can win the fourth, if winning the fourth means my enemies are destroyed.
Obviously it's much better to put your lord in a BK unit due to the builds available when you start with a 2+ save, the mobility afforded, etc. But if we're discussing a hypothetical situation in which we must use an infantry bus, well, there you go.
hsnyder said:...
Let's face it: our core suck. ...
Anyways, the point wasn't to complain - the point was to start a thread to share ideas on how to circumvent this problem. ...
Just some random musings..
fishdog said:Since I've mostly only Theoryhammer'd the game, clever tricks with core isn't my forte.
Wrt hammers, have you tried Blood Knights? There was an exceptional post written wrt use of "Cruise Missile" Blood Knights... effectively you throw 'nilla knights at stuff, and you've 12A@S7. It can obliterate specific targets (wizards, monsters?) and gives your army access to S7 atks (non-VL), which alone is opening your options.
As you mentioned, Vargheists are situational; I'd like to build a solid core that can hold out for a bit on its own, with still enough pts for a TG, a Blood Knight missile, 2 groups of 3 Vargheists, and a Vargulf. I don't know that I've the skill to play that well, but it'd be damn satisfying to pull it off!
The link to the post:
https://www.vampirecounts.net/Thread-Running-Blood-Knights?
see p.1, Post #10
Just checked my Mathammer spreadsheet, and for Ghouls relative to Skellies vs. Empire Swordsmen as a baseline and assuming 5 frontage, full ranks for all units:
Ghoul wnds: 2.778 (18.5% chance/atk); Swordmen wnds: 2.221 (22.2% chance/atk)
Ghouls have +3 from ranks; Swordmen have +3 (ranks) +1 (std); gives 5.778 to 6.221; Ghouls lose by 0.443
Skel wnds: 1.389 (13.9% chance/atk); Swordmen wnds: 1.853 (18.5% chance/atk)
Skels have +3 (ranks) +1 (std); Swordmen have +3 (ranks) +1 (std); gives 5.389 to 5.853; Skels lose by 0.464
Throw a Warbanner onto those skels and that's a win! Also important, that's fewer dudes dead / turn, allowing greater staying power to give time to your hammers.
Gokamok said:3) ...and I'll just need to point out that Skeletons can not take a War Banner in 8th edition, since the price went above what's allowed for the unit.
Thindol said:Skeletons can take a banner of up to 25pts. Warbanners are 25pts. Check yer book again lad.
Thindol said:I also don't think it's fair to mathhammer since dice revolve around luck and luck never follows averages. I just spent the last 20 minutes rolling dice and 85% of the time the ghouls won. You also have to take into account fear check. The human swordsmen will fail their fear tests roughly 50% of the time on 2d6 at LD 7. That means they hit on 5s and wound on 5s. You have to take that into account if we are examining things in a bubble with no outside influence. That's why I don't think theoryhammer is a legitimate way to predict results.
fishdog said:The point about Ghouls, fear, and center-vs-flank positions argues for Ghouls doing skirmishing work even more. Has anyone tried putting Ghouls in smallish groups on a flank? I'm thinking monster-hunter sort of thing, or whatever else is high T, poor AS and could fail a fear test.