What to do with 6 Vargheists?

  • The masquerade of murder returns! A new game of Vampires Amongst Us has begun. Unmask the killers, trust no one, and try to survive the night. Find out more and sign up now!
Hordes of t 3 and t 4 units. Skaven, bretonians, empire(if you can survive the shooting), basically anything that isn't st 5+. With st 4 units you are taking a little bit of a risk but with a flank you should be fine. With hordes you have to be careful though because they will most likely be steadfast the first round or two of combat so you have to make sure you won't get charged by anything else.
 
Haha a guy at the last 3000 point tournament I went to had two terrorgheists and a horde of 18 vargheists. It was crazy.
 
I actually didn't get to see them in action. Had to leave early. It seems like a scary unit though.
 
Then again... they wouldn't have the staying power of other Horde options. But interesting nonetheless.

Well back on topic, any other ideas on what to throw my 6 Vargs at? I'm thinking sending them in to take care of a Screaming Bell, but will they get killed before they get to rip it to shreds? And will they rip it to shreds?
 
id say best options are;

Solo;
Warmachines, chaff, small bunkers, annoying smaller units

Combo charge;
Hordes (flank or rear)
Elite models (flank or rear)

that is in combo with a unit with ranks and htting power
 
i know, but if they get a flank charge, and u get a unit like, ghouls or a unit containing a VL in the front, they should shred any unit they come across

it is a risk, but still, i bet u are experienced enough to not charge a unit of sword master in the flank, while having zombies in their front :D
 
The Bell is a tricky target because of its high T, and I believe it gets a Ward. (It's been a while since I ran one--that Dwellers faq put the Bell on the shelf for my rats.)
 
@Adam: The Bell still seems very strong to me, and our resident Skaven usually brings one. It confers 4+ ward to itself and the Grey Seer. T6 4++ is not easily killed but let's try to do the math assuming that I get to attack:

Vargs deployd 3 wide charging the bell means that everyone can attack it. 22 attacks, hitting on 3s is 14,6 hits wounding on 5s is 4,8 wounds. Then it gets 4+ Ward save which means I only inflict 2,4 wounds... not nearly enough to kill it. The problem here is that while I would usually have only 3 Vargs and just suicide them into the bell to kill the Grey Seer, I cannot suicide 6 Vargs since they give up too many Victory Points, so I guess attacking the bell this way is a bad idea.
 
Hitting that unit in the flank might work though. Attack the unit and do damage there. I forget if the screaming bell makes them unbreakable.
 
Stormies/Clannies aren't going anywhere while the Bell stands, badfox. It's a hard unit to shift. Best bet is a sun/dwellers/the like, but again, it's a Varg focused thread. Wheels won't be a good target either, sunny. T6, so same issue there, lighting in his shooting phase, and lots of Wounds again.
 
Amen to that :D

Regarding the doomwheel... If I charge it in my phase it won't get the lightning bolts on me so the math will look something like this:

After the grinding attack which will do around 2 wounds to the Vargs, The Vargs and the Doomwheel hit at the same initiative so lets start with the vargs: 22 Attacks hitting on 3s is 14,6 hits, wounding on 5s is 4,8 wounds with 6+ save which totals around 4 wounds - sadly not enough to kill it in one phase. The the Doomwheel gets 2d6 attacks which in average will be 7. Hitting on 4s they do 3,5 hits, wounding on 5s is around 1 wound.
So first round of combat = 3 Wounds to the Vargs 4 wounds to the Doomwheel. The Doomwheel loses combat with -2, often it won't be within range of the BSB so it has to roll 5 or lower which is there is 27% chance of doing(don't know how to do the math on the reroll) but even with the bsb in range there is fair change that it runs. If it doesn't run we get to round 2 which is bad news for the Vargs because they'll most likely get 3 bolts to their face which will kill a varg each. But the Doomwheel is on 1 wound so there is a fair chance that tehy can still kill it.
 
you know you only loose one attack and one stomp but pick up a rank bonus if you field them 3 wide. You also decrease the number of attack backs that they will be facing.
 
Ahh yes, thats right, i forgot about the whole flying means skirmisher part. Thanks for setting me strait Johnny.

But you still only lose 1 attack and maybe a stomp in order to present a target that's able to receive less attack backs from a horde.
 
I agree that they are expensive... which is also a minus in the sense that you might be throwing too many points after the enemy's chaff. On the upside you have the fact that they are that harder to kill - which is the whole reason that I've put them in my army, I wanted something solid.

Okay, so on to the next thing, the army I have fields dual engines(yeah big surprise there Sunny :) ) which means that the 6 Vargs could potentially have 5+ Regen the turn they charge - now if they had this what would make sense to attack? the 5+ regen gives them some much needed protection.
 

About us

  • Our community has been around for many years and pride ourselves on offering unbiased, critical discussion among people of all different backgrounds. We are working every day to make sure our community is one of the best.

Quick Navigation

User Menu