Vampire unit inquiry

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Sodanjumala

Zombie
Nov 10, 2014
12
Zombies
11
Okay, I made an list couple of weeks ago and it developed into little more so I'm back for more :devil2:

So I would like to ask about Vampire counts units in general (unit size, usage, weakness) and couple of tips.

Vampire lord as general but I have thought about adding Master Necromancer to do the actual casting. IN hero department couple of Necromancers and either Wight King BSB or Vampire.

As for core units I settled for massive usage of Skeleton Warriors supported by Ghouls. But I may venture into the zombies at at some point but not currently. And whole lot of Wolves for enemy target practice.

We have the best stuff in special so unit of Grave Guard of course and Horrors for added flavor. But I would like to have Black Knights and Hexwraiths but that would be too expensive then. Spirit Hosts also.

For rare Vargheist and Mortis Engine seems the best options.


So advice please :innocent:
 
Sounds like you are trying to play 4000pt games lol. There's no way you can fit all of that in a normal sized 2000-2500pt army. There isn't one infantry block where the term 'bigger is better' doesn't apply. For coreyou need to go either all skeleton or ghouls + zombies, or zombies + zombies, or zombies + skeletons. Skeletons + ghouls doesn't work unless you are trying to really go over points in core. Which could be good supporting by a couple mortis engines.. Always take 2-4 units of wolves. If youwant to fit more stuff in your army it is better to make your VL your main caster to save points
 
This forum is for rules questions btw, you want teachings of aborash for advice, or legions of the damned if you have a list to share.

For special units you generally pick one that you want to be your main combat block and make a big one of those and then make a secondary small block of a second one if it is good support (hexwraiths are the top of the small secondary unit list).

I agree with estwheadn on the core choices, ghouls + skeletons is basically the only combination that is likely to hurt your army.
 
And got the wrong thread. Brilliant. Could someone nice move this thread to the proper section (Aborash).

Okay, so I think best option is go for Skeleton + Zombie set then (I can see the reason) but can Skeletons only core work if supported by Necromancer with Master of the dead?

And by big block of special you mean either Grave Guard or Black Knights?
 
And got the wrong thread. Brilliant. Could someone nice move this thread to the proper section (Aborash).

Okay, so I think best option is go for Skeleton + Zombie set then (I can see the reason) but can Skeletons only core work if supported by Necromancer with Master of the dead?

And by big block of special you mean either Grave Guard or Black Knights?

Master of the dead isn't all the needed in most lists since we really don't have a lot of options for core so you can make the skeleton starting size pretty beefy and just refill it back up after casualties.

black knights, grave guard, or crypt horrors, but yes.
 
Okay, thank you mighty moderator! And let's get back to the topic shall we.

Personally I would like to have both Grave Guard and Black Knights in the same list but it could end up that there isn't that much spare points after that. But if I had to choose between those 2 then I would go for Grave Guard in pretty massive 30-35 block (with great weapons of course!). But then I would need extra units.

Crypt Horrors could be quite interesting to wield but unit of 6 looks the best option (horde of 18 would hilarious but point expensive) and then add Hexwraiths for warmachine hunting.
 
IMO black knights are only worth it to get the lookout sir and be ablative wounds for a mounted vampire lord and his mounted friends
 
Personally I'd either go for Black Knights or Grave Guard, never both. If you have loads if fast movers, take black knights because your grave guard will get left behind and be nothing more than a point sink. If you are mainly footslogging, go for Grave Guard because your Black Knights will get shot/magic to bits then allow your opponent to deal with the rest of your force at leisure.

Ideally your list should fall somewhere between a durable, footslogging force with lots of magic support and a fast moving mounted force with lots of killing power and decent magic support, without mixing the two.

As an example, you could go with a vampire lord in a skeleton bus, a couple Necromancers in zombie bunkers, a grave guard brick of doom with wight king/baby vamp blender, crypt horrors for anvil and Mortis engines for regen. Maybe some spirit hosts.

Or; a mounted VL in a BK bus with a couple Hexwraith units of seven each, dire wolves for core, a necro in zombie bunker to stay behind your line and support, Terrorghiests, varghiests, blood knights if you want flavour over utility etc.


If you mix these too much you're going to basically splitting your army into two manageable chunks. Simultaneous threats at opportune moments and too many targets at once are what you want.

Alastor
 
I think units of 8 crypt horrors work best. Run them four wide. Your opponent will have to deal 6 wounds instead of three to cancel your rank bonus plus you get tons more attacks including the extra stomp. I run two units of 8 in one of my lists and find they hold up nicely.
 
Well this is confusing. But I likely do make Black Knight unit (because they are frigging undead knights [of doom]!) and maybe give couple of tries but I do see the point.

But isn't it generally good idea do have couple of fast units even if the main army compromised huge blocks of infantry to be used as warmachine hunters or as harassment?
 

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