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CylonMaster44 said:
Maxim Von Carstein said:
Hey I was wondering after hearing from a source that Vampire Counts can't take Lore of Death is this true, or not thanks in advance.
Maxim.

Vampire Counts can take lore of death, and in some cases can learn any other lores EXCEPT Life.

No, not in the new book. Which is what I assume is under discussion. Vampires can only take the Lore of Vampires. There is a vampiric power which allows the learning of all spells from any other lore except life.
 
CylonMaster44 said:
VladtheLad said:
ok, as voltaire said we are missing the details

how true are the former rumors about wraiths?

do banshees affect immune to psycology thingys? do they need line of sight? range? stand and shoot?

invocation of nehek casting value?

I gotta go I'll ask more later

I not sure that banshees affect ITP, could do or could not.
Range is 6" or it could be widespread but i think the former.
Stand and shoot may apply.

Wraiths are 3 attacks, 2 wounds, and have great weapons. Cost 50 pts and are skirmishers ( i think)
Banshees do affect ITP units. The range is 8" and the banshee can stand an shoot as a charge reaction. And she can do this in close comabt as well.
 
danceman said:
4. Konrad is very scary and very cheap, can do 30 wound if the right dice are rolled.

Bloody hell. All in all, it does seem these vampires are abit over the top. I couldnt bear fielding them in a friendly game... heh I even feel guilty doing so in a tournament.

Konrad's maximum wound output is 24 if all attacks hit and wound. But because of how his sowrd works this is only possible in a multi-wound unit like ogres or trolls or TK chariots.
 
CylonMaster44 said:
Dethail said:
Ok 5 questions

First
Do vamps (old thralls) get to chose blood line powers and if so how many points, 50 for blood line 50 for items?

yes they can get some of the bloodline and magic items for max. of 50pt each.
Dethail said:
Second
vamps upgrade tto lvl2 ? Vamp counts to level 3 it is 35 pts in most books.

yes, i say this with slight hesistation but on a glance the upgrade was around those points.
Dethail said:
Third
What is the deal with weapons and armour? can they be taken without a blood line power? What about nonmagical items

Good question, i think i didn't see any weapons and armour to be taken normally, don't quote me that.
But the blood line armour is very cheap, if you take Avatar of Death then you'll still have 75-80pts to spend.
Dethail said:
Fourth
Can the 0 spellbe cast again and again by the same caster?

Aparently so, yes i saw that necromancers (although Lv 1) can know IoN and know 2-3 other spells for 15pts each.
Also i think it not be just IoN that can be caste again and again by the same wizard, but all the others as well.
Dethail said:
HOW DID YOU GET THE BOOK. I thought it wasnt comming out till the end of Febuary.

My local GW had got it early and were letting everyone see it.

Normal Vampires (the hero level) do not have an upgrade to lvl 2 casters. They can take a bloodline power that gives them an extra casting level, however. Lord level Vampires do have an upgrade from 2nd to 3rd and can take the bloodline power making them 4th.

Normal weapons and Armor cannot be taken with out the bloodline powers. Magic Armor and Weapons may be taken however.

The Lore of Vampire Spells 0, 1, and 2 (IoV, Raise dead and Danse) may be cast any number of times by any wizard in the same magic phase and may affect the same unit any number of times, though you can move no more than 8 with danse macarbre per magic phase.
These are known as the Necromancy spells and these are the only spells available to necromancers. Vampires roll on the lore of vampire chart as normal and the other spells (3,4,5,6) behave as normal spells.
 
NecroNurgle said:
Konrad's maximum wound output is 24 if all attacks hit and wound.
Actually it is 30 in theory. More likely to do 4-6 though.

though you can move no more than 8 with danse macarbre per magic phase.
Actually the wording is that a unit can be moved only once per phase with Danse Macabre. You cannot, for instance, move 2" to get into better position before you cast again to make a 1-6" charge. Pretty important difference.
 
N.I.B. said:
NecroNurgle said:
Konrad's maximum wound output is 24 if all attacks hit and wound.
Actually it is 30 in theory. More likely to do 4-6 though.

though you can move no more than 8 with danse macarbre per magic phase.
Actually the wording is that a unit can be moved only once per phase with Danse Macabre. You cannot, for instance, move 2" to get into better position before you cast again to make a 1-6" charge. Pretty important difference.

You're right about the danse macabre, my bad. Though you can cast it again on the same unit to give them ASF and the ability to re-roll hits in the next combat.
But how are you getting thirty wounds? He gets 3 attacks base, and if he has frenzy he gets a 4th, if he hits and wounds with all of them he generates two wounds per attack which turn into another 8 attacks which each do two wounds. 8 wounds from the first set of attacks and another 16 more from the second set.
Oh, he has an extra hand weapon. I see. Well, he could get another attack from that, which would benefit from red fury, but would not benefit from the double wound power of his sword, so that's an extra 2 wounds possible. Looks like the maximum is 26. I guess we were both wrong :grin:
 
woa! Necronurgle thanx a lot. Welcome to the forum.

Banshees sound awesome :O. Really if they are only 75 points they are a steal. I doubt they can march without the general though...

A small question. Do you confirm that ghoulkin affects all units of ghouls?
 
NecroNurgle said:
Oh, he has an extra hand weapon. I see. Well, he could get another attack from that, which would benefit from red fury, but would not benefit from the double wound power of his sword
You could be right, but I think he just gets an extra attack with all bonuses, after all:
Konrad may use the (magic sword) and still benefit from his additional hand weapon.
which to me implies that yes, he get the magic bonus with the extra attack.
 
N.I.B. said:
NecroNurgle said:
Oh, he has an extra hand weapon. I see. Well, he could get another attack from that, which would benefit from red fury, but would not benefit from the double wound power of his sword
You could be right, but I think he just gets an extra attack with all bonuses, after all:
Konrad may use the (magic sword) and still benefit from his additional hand weapon.
which to me implies that yes, he get the magic bonus with the extra attack.
If that's the case, that would be awesome, but I don't think it is. If that's what they intended the phrasing would have been more like "Konrad may use an additional hand weapon and still benefit from the use of his magic sword." As it's written he benefits from the additional hand weapon, and the benefit of an additional hand weapon is an extra attack.
 
Veland said:
IMHO:
16+8+2+4 (the first 4 attacks)=30.
What? How are you just adding more attacks in there? The first four attacks would do two wounds each. Which is already accounted for in the 8 wounds. Those eight wounds turn into 8 more attacks which do two wounds each making another 16. And if i'm right he gets an additional second weapon that does one wound and then does another wound, for +2. Or if N.I.B. is correct his off-hand attack turns into two wounds which generates another two attacks which do two wounds each for a total of another six. Either way, your math is wrong.
 
NecroNurgle said:
Veland said:
IMHO:
16+8+2+4 (the first 4 attacks)=30.
What? How are you just adding more attacks in there? The first four attacks would do two wounds each. Which is already accounted for in the 8 wounds. Those eight wounds turn into 8 more attacks which do two wounds each making another 16. And if i'm right he gets an additional second weapon that does one wound and then does another wound, for +2. Or if N.I.B. is correct his off-hand attack turns into two wounds which generates another two attacks which do two wounds each for a total of another six. Either way, your math is wrong.

Math is: 3 attacks normal + 1 frenzy + 1 Additional Handweapon = 5 attacks. Each do 2 wounds = 10 wounds, 10 more attacks. All those hit, = 20 additional wounds, = 30 altogether. If additional handweapon does not benefit from 2 wounds, then it's 26 wounds.
 
grishnakh99 said:
NecroNurgle said:
Veland said:
IMHO:
16+8+2+4 (the first 4 attacks)=30.
What? How are you just adding more attacks in there? The first four attacks would do two wounds each. Which is already accounted for in the 8 wounds. Those eight wounds turn into 8 more attacks which do two wounds each making another 16. And if i'm right he gets an additional second weapon that does one wound and then does another wound, for +2. Or if N.I.B. is correct his off-hand attack turns into two wounds which generates another two attacks which do two wounds each for a total of another six. Either way, your math is wrong.

Math is: 3 attacks normal + 1 frenzy + 1 Additional Handweapon = 5 attacks. Each do 2 wounds = 10 wounds, 10 more attacks. All those hit, = 20 additional wounds, = 30 altogether. If additional handweapon does not benefit from 2 wounds, then it's 26 wounds.

Yeah, I guess your calculation is just accurate! 26 or 30 max, depending on the question if the additional hand weapon does 2 wounds for each wounding hit.
 
Ok a while back it was stated that grave guard where getting a "SIGNIFICANT" point reduction is this correct. By the way I would consider signigant to be 2 or more points cheaper per model.

On to bat swarms
1 their cheapr? what kind of percentage ?
2 Do they now get a full 20" fly range?

spoke to a fellow at GW today he confirmed IoN was a power that all vamps had and that it can be recast. Battalion box will have 20 skellies, 20 zombies 10 ghouls and 1 corpse cart.
 
I'd say gg are gonna be 10 points now, they seem to be going with the necro army points(75 for a banshee, skellys getting 1pt light armour as standard without going up in cost) for the new minis
 
On to bat swarms
1 their cheapr? what kind of percentage ?
2 Do they now get a full 20" fly range?

1 They do. About 50% it is said
2 I believe they do.

About GG, I'm less sure. We haven't heard much about the stats/changes of the Wights in general. Only that Black Knights will become more mobile (eg Ethereal movement) and new models (not sure about BK's though).

But by the looks of it I think there is a bigger chance they'll be more expensive than now... or staying about the same.
 
Question:

Did we ever figure out if a Vampire has to buy the bloodline power to then be able to buy Magic Armor/Weapons (god how stupid would that be).
 
Ya the guy that I spoke to at GW said that the only way to get armour was either the blood line power or to magic stuff.

BTW the guy was a strigoi player himself and stated that the whole army really is getting a bost, oh and when you I told him that I thought I would be running two corpse carts he said "you and everyone else" He really seemed impressed with what they can do.
 
imo the wording suggests that the extra hw does not benefit from the main hand sword's special abilities. Normally you can't have a mundane weapon and an extra hw, the rule is just making an exception to that.

As for the rest of it... Awesome. I am desperate for this new book to come out. There looks to be a number of very good changes, I think that the army as a whole will be a lot better at defending itself rather than relying on new units and troops being created, which should make for much more variety between VC armies.
 
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