Vampire Counts Rumours

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Synthesis said:
It's the one from my local store, I've had my Vampire Counts army drafted in to become the store display one (they recently lost their VC collecting staff member, so were rather stuffed). In exchange I've got the book to go crazy with until my spearhead arrives, as I need a working army for the day of release.

So how are Black Knights doing? Ethereal now ain't they?

What about the Black Coach?
 
Angelica

- the D6+4 zombies when using IoN comes from the special rule 'Newly Dead' that zombies have, they're easier to raise than anything else so you get more per cast. Otherwise it's D6 of any infantry, 1 model for cavalry etc and 1 wound for anything with the vampire or ethereal rule

MV

-BK have 'insubstantial steeds', so they're counted as ethereal for movement purposes only (so no slowing them down with Mistress of The Marsh or Rune of Wrack and Ruin)

-The coach is a beast, sadly it's not able to negate ranks, but it'll be hard to deal with besides aiming cannons at it (T6, 3+sv/4+ ward on a chariot, yes please!). Using the evocation of death (aka the PD hoover) in an army with more than 14 PD, a fairly easy prospect now, should allow you to get at least 2 upgrades on the first turn if your casters lurk around in nearby units. In one of our practice games with the silly 17/18 PD list I mentioned earlier (one I'll never use again) it ended up with all of the 'buffs' on the first turn, then hit a unit of swordsmasters head on .... killed 4 from the impact, 3 more between the cairn wrath and steeds, and then ran them down as they fled.
 
Angelica Von Carstein said:
If IoN raises D6+4 Zombies, what's the first spell in the Lore then? The one rumoured to be named Summon Zombies but is in fact called Raise Dead? Is that our new Invocation?

The first spell is indeed called Raise Dead.
 
And I don't know if this has been mentioned or not, so sorry if it has.

The Blood Knight Kastellan can use some points for a magic weapon.
 
I was actually hoping zombies didn't have a command group. They're zombie's, and I've never seen them have need of music or a standard. I know it's all for playability though... wonder if I can proxy something instead of a standard that would make more sense for me.
 
Well conisdering that the limit on what they can take weapons-wise is highly limited by the points allowance. you'll be restricted to common items and things up to the Sword of Kings. Hmm 4 S7 attacks from the Kastellan (Default - with lance) or the alternative for using a magic item, I'd rather go for the lance as you'd expect KoBK to break most enemies in the first round (well that's my opinion at least).
 
it's 'a Magic Weapon of up to X points' ... so no snazzy armor/bloodline powers for the Kastellan, no matter how much he may want them.
 
By the sound of it Knights of the Blood Keep will be drawing the majority of your opponents missles, any ideas how to protect the unit?, perhaps by running some small Dire Wolves units along side as a missle screen.
 
Lots of possibilites. Dire Wolves can synergize pretty good with the Knights. They could take the Drakenhof Banner, giving them Regeneration. Or if you really want to overdo it, you could slam in a BSB with the Flag of the Blood Keep in the same unit.. Little Carstein rings versus shooting to everyone. Black Knights can always do what the Wolves do, though they are more expensive. Should work in a cavalry army though. Or maybe a Varghulf? "Let's see.. Should we shoot at the huge monstrous abomination or the drooling lunatics with lances? Decisions, decisions.." :mrgreen:
 
Nah Banner of the Blood Keep Gives them +4 ward save against missiles (costs the same as a mortar though).
Plus can raise the ones you loose...

If you feel these aren't enough you can always use a mounted wighlord with the regeneration banner to grant them another 4+ wardish save (costs a mortar plus a cairn wraith).

EDIT: Beaten by angelica!
 
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