Warhammer vampire counts pdf

  1. Vampire counts 8e
  2. 114346169-Warhammer-7th-Edition-Vampire-Counts-Army-Book.pdf
  3. Vampire Counts (8ed)
  4. Warhammer Armies – Vampire Counts (8th edition).pdf

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Warhammer Vampire Counts Pdf

Warhammer Age of Sigmar © Games Workshop Ltd. WARSCROLLS. COMPENDIUM. VAMPIRE COUNTS .. that strikes down the vampire's foes with. the Citadel Device, Warhammer Armies: Vaupire Counts, Vampire Counts, Wight King, Crypt Ghoul, Corpse Cart, Grave Guard, Blon Knights, Blood Knight. For more information about the Warhammer Fantasy Roleplay line, free downloads, answers to Striders count Vampires amongst the monstrous threats they.

I often use over 40 figures in these units. I never download armour for them, saving the points for more figures, as you can replace losses of these troops with Necromancer spells. I do give these a magic standard to help overcome their poor fighting abilities. They can win a war of attrition where the enemy is at a disadvantage. Their braindead rule and Initiative 0 mean they will take heavy casualties against any but the most basic of hand to hand unit. The main use for Zombies is to tie up enemy units, but they can take on other units if they are numerous enough. With the Alive! You can also use them to attack the flanks of units you have charged, causing the opposing unit to take a Panic test and lose its rank bonus in hand to hand. They can be used to tie up large units for many turns. Since the Bat Swarms also cause fear, they will automatically break any unit they beat in hand to hand combat. They get 2 Attacks when they charge the Doom Wolf gets 3 Attacks when charging. Make sure that the Dire Wolves get to charge the enemy, don't let the enemy charge them. This helps because they get a S4 in addition to their extra attacks on the charge. Since the Dire Wolves are fast cavalry, they can maneuver almost anywhere. They are very good when used to sweep around the battlefield and assault your opponent's flanks.

At the start of the turn you roll a D6, with a result of granting him Stupidity and a result of giving him Frenzy. So be wary of using him Isabella von Carstein : Now in 8th has the proper Vampire statline. As it stands, she's not a caster being only a level 1 Wizard in Lore of Vampires or a fighter being that she only has the vanilla Vampire stats and her only equipment is Heavy Armor and a Hand Weapon.

The most she can do is support other vampires using the invocation of Nehek and the Blood Chalice to make sure they don't die. Of course, there's always the fact that if she kicks it, Vlad goes nuts, with Frenzy and Hatred and whatnot. It's also possible that he'll die first not as likely and she will get Frenzy and Hatred, but as previously mentioned she's not really geared for fighting. She isn't worth it on her own, but put her with Vlad and they have great potential.

Generic Characters[ edit ] Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.

Lords[ edit ] Vampire Lord: Brilliant stat line, a metric fuckton of upgrade options, and outside of the Chaos Lord is probably the most dangerous generic combat lord in the game he probably would have been the best since he can kill more models per round compare while the Chaos Lord is better at single combat, but there's the whole problem where your army starts crumbling if he dies unless you're at the point level to take more than one.

Naturally, characters are the first place points go in a Vampire Counts army, and this motherfucker will likely soak up as many points as you can give.

Properly kitted out they can stand toe to toe with Lords and go on to rampage through Special units all while having excellent magical options. Remember, if your general dies very bad things happen to your army, so whatever you do, keep him in a unit at least until he is in combat: losing a game on turn one from a fucking cannonball is not fun.

Mounting these badasses up is not only an option, but depending on your goals may just be the point of taking him. Item selection and powers will be covered later. An important thing to remember that he doesn't come with jack shit for equipment standard, so browse through all the options when making your list or you'll wind up with an ancient immortal Vampire walking into ranked Halberdiers naked with his bare hands he'll still kick ass, but do you really want to picture it?

All of the choices though are just kind of Master Necromancer: Cheap level 3 Wizard which can be upgraded to a level 4 in either Lore of Death or Lore of Vampires NOT Shadow that can be used to support a a fighty Vampire Lord, or to be the main caster and general should you decide to bring a slew of ordinary Vampires. If you are considering making him your general, that certainly frees points for the other great choices you have, but remember that your army will start crumbling as soon as he dies.

If you assign the other Vampires to Lore of Vampires then at least one of them can take over as general although with such a weakened magic phase you better be planning on bringing the rape train quickly. The main point of putting him on a Corpse Cart is making a combo out of casting Invocation of Nehek on the Corpse Cart, which ensures that Vigor Mortis activates, giving all friendly Undead units within 6" the Always Strikes First special rule, but it's not a great idea - siege machines are already pointing at him to start with, and putting him on the cart makes him that much easier to shoot down.

Strigoi Ghoul King: A Strigoi may not look like much, having a slightly inferior statline to a Vampire Lord for points, not being able to take magical armor, being stuck as a level 1 caster in Lore of Vampires. It can also be mounted on a Terrorgheist.

Giving him a magic weapon isn't necessary seeing as he already has 5 Poisoned Attacks and S5 is not as much of a boon as you'd think. If you're paying to swap his poisoned attacks for extra attacks or strength as he loses those Poisoned Attacks as they do not apply to magic weapons, and it's stated in the core rulebook a character with a magic weapon MUST use it.

Vampire counts 8e

No matter how you're planning to use him, just make sure you have a plan for your casters since this guy is almost pure combat at mastery level 1. Heroes[ edit ] Leadership is almost meaningless to Vampires as they cannot be broken.

If you have the points, adding a few basic heroes to your list to bump the leadership in a few key units can still be a worthwhile investment for the wounds they prevent when crumbling comes around. Something that can take Lore of Vampires can also take over as general. Vampire: points.

Cheaper Vampire Lord and almost identical other than having inferior stats, half the allowance of magic items and Vampire upgrades, and can be a maximum of level 2 Wizard in Death, Shadow, or Vampires. Like the Lord equivalent they don't come with any equipment standard, so if you put all your points in magic don't send them into combat or they're going to get slaughtered.

Can be upgraded to BSB, and gets Vampire upgrades regardless of that fact. The last option is great for supporting a killy Lord, or maybe even helping Mannfred get some kills.

Wight King: 85 points.


Pretty much the same statline as a Vampire, with the S and T swapped around and an extra Wound being the notable changes. Can be upgraded to BSB. Can mount up on a Skeletal Steed with barding as an option and take a lance if you want him with Black Knights, otherwise stick him in a unit of Grave Guard with the Banner of the Barrows for an incredibly cheesy unit that will melt all variety of faces.

Gets Killing Blow. Oh, and like Krell this guy has a fucking beautiful model. Taking this character over the Vampire makes you lose the Vampire Power options, despite this he's still 20 points cheaper and has 2 more points of Leadership, so if that downside doesn't matter then go for it, and at 9 LD he's very good at preventing crumbling in his unit. Necromancer: As above, 8th makes Necromancers more viable 65 points for a level 1 Wizard in Lore of Vampires or Death that that can be bumped up to level 2 is good.

Use them to keep your armies at good strength, but don't expect too much from them. You get what you paid for. Necro's are good for supporting large units of infantry with a little extra LD and some magical support if they end up away from the General, and if they're in LoV can take over as general if shit hits the fan.

Mount options are Nightmare and Corpse Cart. Cairn Wraith: 60 points. Ethereal, Terror, Undead. Has a special ability called Chill Grasp, allowing it to trade in it's 3 Attacks for one Attack that automatically wounds if it hits and ignores armour.

Only S3 and great weapon, T3, and 2 Wounds with a low as fuck 2 Initiative. Can't be upgraded in any way. Sadly not a great choice. Both are also more resistant to magic by virtue of having more wounds. Finally, Wight Kings are better at simply killing normal stuff by virtue of their Killing Blow and awesome for points stats. It's possible to use them to nail characters, but chances are good that whatever you're aiming to kill has a magic attack which renders the Cairn Wraith's only defense moot, and at 5 LD, don't expect him to prevent anything from crumbling in fact, he's more susceptible to it truth be told.

On the other hand, they are heroes, so as of the End Times Archaon you can make some truly game breaking lists with them. Tomb Banshee: 95 points. Ethereal , Terror, Undead. Crap stats and two Wounds. Can use Ghostly Howl, which targets an enemy unit and is used in the shooting phase and can be used in close combat.

Generally not the best investment for points. Any competitive army will have at least 9 Leadership in important units, most will have 10, so the hysterical woman is unlikely to earn her points back she will deal on average deal less than 0. She can take out a low LD unit very quickly however seeing 10 Skaven Slaves drop dead bleeding from the ears from one single attack can be fucking hilarious. As a result, she's best used to wipe out ranks of anvils and let you wash over everything that was supposed to flank charge you, though thanks to the range of the scream she's not very good at that, and at LD 5 has the same problem as the Cairn Wraith.

Mounts[ edit ] Skeletal steed: The Black Knights basic mount, ignores terrain as they are treated as Ethereal for movement and does not get the -1M for barding if you take it. Think about that for a moment, you can charge units on the other side of buildings if you can see them. Never take a dangerous terrain test with these guys again! Barded Nightmare: Simple undead horse, best in a squad of Blood Knights, and never put Black Knights unless there's no terrain, as they'll lose their Ethereal movement.

Ordinary in all regards. Hellsteed: A flying Barded Nightmare, and overall a better horse. Not too expensive and still a great investment if you like running with Fell Bats or other silliness.

Still, if used right it can be a scary model that's great for picking off warmachines or other small units, since arrows don't tend to have the killing power needed for a Vampire. Abyssal Terror: Not great by any standard of a monster. Can be given Poison Attacks or Armour Piercing, has Thunderstomp which doesn't get the upgrade abilities sadly. Fairly cheap and it flies so it's not exactly bad, but it's just beaten out by the next two usually.

Coven Throne: Hot motherfucking damn also damnably hot if you know what I mean , this thing has a good number of abilities. You subtract the enemy's LD from the Coven's and the result is the effect caused. A mixed bag honestly, absolutely fucking awful against any army with high leadership and siege weapons so mostly Dwarfs with their army wide LD 9 or Elves or usually just any army with a lot of cannons as they'll pass eventually.

The only thing worthwhile to put on it is a Vampire Lord, but then you're at points naked AND you just made your general a much bigger cannonball magnet which might lose you the game, and lesser vampires don't have a high enough leadership to consistently use The Battle of Wills effectively and it costs a shitload of points.

Zombie Dragon: Exactly what you think it is. It's got beefy stats, can be healed massively thanks to lore attribute plus Invocation, his Pestilential Breath attack causes -3 to armour as well as causing a S2 hit and it adds that extra "fuck you" to Ogres in the form of terror. Has Swarm of Flies ew! A great time if your Vampire has the same stat line as the mount its on. Can really wreck heavy cavalries day as well as rank and file, though it will die to cannons or Heroic Killing Blow.

Still a wonderful kick ass model and is our only dragon, but like most fun things, it's a magnet for artillery and mass shooting. Core Units[ edit ] Zombies: Zombies are pathetic. The lore goes to silly lengths to tell you how living opponents fear engaging zombies and being torn apart, and on the game they are a bloody joke.

They couldn't kill a sickly blind crippled mentally disabled orphaned Skaven Slave in a fair fight. It is literally so bad, that decreasing it's stats would only worsen it in the abstract. So why in ever take them? Because they are only three points.

Vampire Counts (8ed)

In addition, the Vampire Counts magic phase is full of buffs, get yourself some rerolls and that Zombie unit can hold a bit longer. Thanks to the The Newly Dead rule, they recover an extra D6 Wounds worth of models per casting of Invocation meaning 2D6 Zombies and can increase their unit size beyond what you started the game with; this means you can, with luck, turn a strong horde into a strong horde in just 2 turns of magic.

They can also make excellent Caster bunkers for your necromancers to hide in so they never get shot to death or challenged. Skeleton Warriors: More durable than Zombies,a pinch better at killing and less likely to crumble, they cost five points a model, and should only be taken in large units to maximize the usefulness of Invocation of Nehek.

That being said, Skeleton Warriors are by no means bad. Since skeletons still suck, they aren't going to hit much, not with weapon skill 2. Generally Skeletons are a better carrier unit for your foot slogging killy Vampire Lord. Crypt Ghouls: The most expensive core option available at 10 points. Toughness of 4, exceeding both other options by one point. Highest still terrible Initiative of 3.

Two Attacks per Ghoul, and the highest Leadership score of the core options at 5 meaning Ghouls have a low chance to crumble in comparison to Zombies which can all vanish off the board with their 2 LD. Poison Attacks are default, but Ghouls cannot have a musician or standard bearer.

Less likely to die like the skeletons, but much harder to get more of, and still a good bunker for a footslogging Vampire Lord. Dire Wolves: A very fast moving alternative to the other core choices. They ring in at 8 points per model, with a cavalry-speed Movement of 9 compared to the M4 of the rest of the core.

They have a LD of only 3, meaning they'll crumble as fast as Skeleton Warriors. They have one point higher WS and I so combat will have more kills, but otherwise share a stat line with Skeleton Warriors. As a unit of the War Beast type, they also come with Swiftstride which allows them to roll a 3D6 and discard the lowest number than add the resulting sum to their M score while on the charge, while fleeing, or while pursuing.

It has Regeneration, which may keep it alive for a pinch as long as nothing with Flaming Attacks goes after it. Far more important, it has Vigour Mortis; if any Lore of Vampires augment spell is used on it then all Undead units within 6" of the Corpse Cart including itself get ASF until the next Magic Phase, which is un-fucking believably awesome, AND the rulebook specifically states Zombies lose ASL and get ASF as so they can actually do more than just tarpit something all game if you horde them up.

Of the 2 upgrades Bale fire used to be the best as it stacked and could totally cripple enemy casters, now it is merely useful in that it makes dispels a bit easier. The load stone is a solid choice as it makes your summoning more consistent.

Their statline is superior to weak skellies as well. With a toughness of four, and heavy armour. They are a lot more resilient then Skeletons and just as easy to raise. Stuff a Wight King into this unit and take them in hordes for a hard-hitting anvil force. These skellies are a nightmare for any high T non-monstrous troops.

Said Barding comes at 3 points per model, and for another 2 points they can take lances. Like their footplodding counterparts they can take a Magic Standard. They are one of two heavy Cavalry units in the army. They are a DAMN good unit capable of moving over terrain like it wasn't even there and letting loose with a flurry of S4 or higher, depending on weapon choice Killing Blow attacks.

Just don't put anybody in with them that doesn't have a spectral steed or they get much slower, and you want them to be constantly charging. Hexwraiths: New option for 8th edition, they are 30 points each and have a statline like weaker Black Knights.

They come with Great Weapons standard, and have a metric fuckload of special rules. One of these provides a very interesting advantage: they're Ethereal, as in all the time! They also have the Soulstriders special rule, which allows them to move through unengaged enemy Units both friendly and enemy during the "Remaining Moves" sub-phase although they can't end within 1" of a unit.

As a result they will attract a TON of magic during your opponents turn as he desperately tries to fry them before they reach him and they don't have any protection against that other than you trying to dispel, so beware.

They have Fast Cavalry as well, which grant them Vanguard get to make a 12" Move before the game starts and a Free Reform unless it charges. You should leave the Hexes to do their thing alone.

Warhammer Armies – Vampire Counts (8th edition).pdf

Vargheists: The first of three designated hammers, representing the jack of all trades which has the speed of the Terrorgheist without being as flimsy. They are Vampiric, so they cannot crumble. They compete with Empire Outriders and High Elf Swordmasters for the title of premier glass cannons; these guys do pack considerable punch at break-neck speed. They can hunt War Machines if they must, but they really work better hitting flanks and hunting enemy support troops.

Be careful though, because they are Flyers they're also Skirmishers. Keep this in mind when you send them out into the juicy flanks as they cannot disrupt enemy Units. This unit is an anvil with a bite, pure and simple, but crumbling and a limited offensive capability does force you to take Units of at least 6. A unit of 18 in a horde does have good punch however and is very hard to get rid of, but will be expensive points, with the upgrade to champion for a unit that ultimately works best in a points denial role.

Work best with a Mortis Engine if the thing doesn't get blown up and Invocation spam from a caster using them as a bunker. Don't skip them over, but they aren't something to drool over either. Alternative Take- While Crypt horrors may not be the most offensively powerful unit on this list, they can be made into one of the most powerful units in the game with some magical buffs. Unlike Grave Guard, they are monstrous infantry, and therefore gain all of the additional attacks of the rear ranks. With three attacks each, at S4 and poisoned, they can make a Very mean hammer.

Buff them with the right spells however Staff of Damnation, i'm looking at you and the effect can be multiplied hugely. Further, they have neither the Vampiric or the Large Target or Ethereal rules, so they can be quickly and easily healed back up to strength by the Invocation.

This is not always viable, but for those gamblers looking for a death star unit, look no further. Bat Swarm: 35 points each, but they have 5 Wounds and 5 Attacks.

They are a Swarm, meaning they are Skirmishers, they are Unbreakable, and are Unstable like the rest of your army. Their special abilities are Hover permanent 10" movement and swiftstride for charging and Cloud of Horror which grants Always Strikes Last to any enemy in base contact with them, which is awesome considering most of your army has terrible Initiative. Fell Bats: Your go-to for Warmachine hunting. Cost 16 points each and must be fielded in Units of 2 or more.

Count as War Beasts meaning they get Swiftstride roll 3d6 when charging, discard lowest and add it to their Move and do the same when fleeing as well as Fly. Spirit Host: Ah, the Spirit Host.

Sadly, as a Swarm they also die from Combat Resolution like everything else in the army. These guys are extremely cost-effective Monster and Cavalry tarpits while they last just make sure whatever you are facing does not have magic attacks , and can also be used to dissuade a flank charge by something nasty than to actively hunt their targets, otherwise they may get too exposed to infantry their bane thanks to that Combat Resolution damage or outmanoeuvred.

That said, don't mind losing a Unit to magic or infantry if you have to: after all, they cost less than 50 points. Why give a damn? Rare Units[ edit ] Varghulf: The Vargheist's meth addict big brother, and the only hammer you really want to meet anything head-on.

You have 3 more points of M, 1 more point of WS, one more point of Toughness, one more Wound each, two more attacks each, but 3 points less Leadership though it's Vampiric. It's a Monster, so it also has Thunderstomp. All in all, the Varghulf is a decent choice, as it's statline is pretty nice and it's decently killy in addition to that Regen and Terror, especially considering he lacks Frenzy so he won't jump into combat without being given the order, he's also harder to kill, and sucks up less points than a Terrorgheist so a lucky cannonball won't eat up a large chunk of your points.

His main detriment is that he eats up Rare points, if that doesn't bother you then go right ahead, otherwise a properly built Terrorgheist can do the job just fine though will cost more.

Blood Knights: There are a lot things to remember about the Blood Knights. You can take them in Units of 4 or more. However, don't forget that they have a big weakness - due to being Vampiric, they receive only one wound back per cast of Invocation of Nehek, which, combined with their cost and sometimes harmful Frenzy, makes them inferior to Black Knights in the eyes of many players.

Black Coach: A point Chariot. For just points and a little patience, you can get one of the most amazing fucking models crunch-wise in the entire game. Death Shriek has an 8" range that requires Line of Sight oddly enough and can target something regardless of if you or it are in Close Combat.

You roll 2d6 and add the Wounds the Terrorgheist has, and for each point that the result exceeds the target Unit's Leadership they suffer 1 Wound with no Armor Save and it counts as a Magical Attack, which isn't that great against LD high armies, a Strigoi Ghoul King can help somewhat, but that makes it a cannonball magnet. It can also be upgraded for 10 points to be Infested ew! It can also take Rancid Maw for 15 points which grant it Poisoned Attacks not for it's Thunderstomp though.

Its main weakness however is that it is fairly flimsy, especially if your opponent has Flaming Attacks or brought some nasty ranged options, this combined with their relative vulnerability in Close Combat and their huge base size means they are tricky to actually move about.

Not everyone likes them, but they remain one of the best choices tied with the Black Coach available to Vampire Counts owing to the fact that it is the army's most flexible option. It's ready for battle from the beginning unlike the Coach, allowing you to go on the offensive in a prompt manner. It's purely a support unit. It's offensive abilities are abysmal unless you charge it into a flank despite it getting a lot of little bird peck attacks, but it has decent survivability.

Here's where you factor in it's abilities. It looks awesome, the crunch seems awesome, then you put it on the field and a Dwarf with a flaming cannonball blows it to hell before it can move.

If you want to use it effectively, you NEED some distraction units, either war machine hunters or faster melee units to take the artillery off of you, or you actually want it to get shot so that your hammers don't get shot by those same cannons.

Cairn Wraith: The expensive, damage-dealing alternative to the spirit hosts. Must be fielded in units of 3 minimum, 10 maximum. The unit Champion is actually a Tomb Banshee. Exact same stats and abilities as their character equivalents. All in all you are getting a bulk discount by taking them in the Rare section, as well as saving points for more Vampires, Necros, or Wights in the Hero slot. What's not to love?

That being said, they DO take Rare choice points and unlike the Spirit Hosts you can't afford to just let them get killed by a magic missile and forget about it. It's usually better to pin enemies with Spirit Hosts and then flank later with another unit so, in essence, the Cairn Wraiths are to the Spirit Hosts as the Varghulfs are to the Vargheists. If you really get in good, you can take advantage of the fact these little Ethereal buggers can go straight through terrain to stay in Charge distance of the enemy while staying safe from being Charged, which can tie up a lot of troops by forcing the enemy to either continue facing them or just bite the bullet and say goodbye to everyone on the side or back of the Unit.

The former can take points, the latter Vampire hero BSBs can still take this, so there's also that. Master of the Black Arts: Not terrible, but not great either- it's extremely expensive, taking it prevents you from taking some other really good skills, and it doesn't guarantee you anything despite the high cost. It's nice when you turn a 1 into a 6, but so very annoying when you turn a 2 or 3 into a 1.

Taking it on two vampires is a complete waste, since at that point, you're spending almost the points cost as a varghulf. That said, if you're going with a fully wizard-focused vampire lord, you'll probably want to take this on him. Curse of the Revenant: If you've got one killy Vamp being supported by a bunch of casting Vamps Invoking them, invoke doesn't affect characters then it's not bad. Still probably not one of the better options. Your Vamp essentially becomes a whirlwind of killing, capable of decimating multiple ranks of troops.

This is the number one ability killy lords will wind up taking. Flying Horror: Not terrible, but Hellsteed gives you that and actual combat bonus for exactly same points, and too expensive on Strigoi. If you are going to be in combat, you want this. One of the better non-blender lord abilities.

Dark Acolyte: Good way to take a couple of hero Vamps to bolster the army while saving power dice. Note that it only works if you've successfully cast the spell, but before your opponent rolls to dispel. If you're already going with a fully caster vampire lord, and you've dropped the points on Master of the Black Arts, you might as well take this to help ensure he succeeds on Invocation. Forbidden Lore: See the below evaluation of the spell lores for usefulness. Beguile: Useful in one on one challenges, which you normally don't want to be doing, but if you're up against Chaos Warriors it can be very useful.

Master Strike: While this looks like it can be worth it if you go through the percentages, in almost all cases this is shit. Killing Blow and Heroic Killing Blow are generally only good when you have a lot of things with them all taking a chance at killing. Dread Knight: Not bad really, a Vampire Lord can benefit from this as they'll probably be doing that anyway but it's when you have better Vamps like a Vampire Lord to keep your Dread Knight Vamp heroes in check in the same unit then it can backfire on you.

Taking this on your intended General is particularly risky. This will make WS 3 need 5s to hit a hero vamp, and WS 4 need 5s to hit a Vamp Lord Summon Creatures of the Night: If you plan on using Dire Wolves, Bat Swarms, and Fell Bats then this is good as those are expensive options point-wise, so increasing their numbers on the field is a good choice. Army Book Items[ edit ] Skabscrath: This is kind of an odd choice.

The likelihood of the dying at the end of the game is actually pretty low but the only characters who can take it are the Strigoi Ghoul King, the Vampire Lord, and the Master Necromancer. Due to the SGK losing his Poisoned Attacks, and the Necromancer generally being something you want to keep out of close combat, that leaves the Vampire Lord as the best choice who is probably the General of your army.

Needless to say having the General be armed with a sword that means you will always try to overrun, will charge into combat without thinking any time you can, and eat points that could go into survivability are BAD things. On the other hand it can improve a killy Vamp Lord in the situation you do have a twin lord as a caster a fair amount, but in any situation, you're taking a high-risk high-reward choice.

Nightshroud: VERY useful no matter where you want to put it. If you need help justifying the points, remember that it also takes the place of the Bat Swarm on the flank. Master Necromancer in a Skelly bunker may make it literally impossible for your opponent to deplete your forces before you wipe his out to the last. Banner of Barrows: If you are going to take a unit of more then 15 Grave guard and why wouldn't you? The Screaming Banner: If you want to troll, take this banner.

It will make low LD armies suffer, and give you a small chance to drive away even high LD armies. The flag gets better with Terror though, as then even enemies who take options like the Shrieking Blade or those pesky Phoenix Guard still have to take the test. Black Periapt: Not a must-have item but it can be great for a dedicated spellcaster option if you get a bad magic phase or if you're facing an army where you have spells you NEED to dispel.

Staff of Damnation: A fantastic item, best used for Ghouls or more powerful options in the offensive category. The Cursed Book: This item is a gamble where you can't really lose. The only thing that's wrong with it is your primary spell is Invocation and in almost all possible circumstances you want to cast it AT LEAST once per turn, and this book can take that away.

But that being said, you can pull off these spells all of which are good for what's probably less than their casting value without risk of any miscast. Even if you make all attempts to cast that spell using all your capable LoV casters you can still at least count on whipping out one more attempt.

Also can be taken by the Strigoi Ghoul King, making it fan-fucking-tastic in low-magic lists. Rod of Flaming Death: Pretty good item even for it's price and very good for controlling the movement phase. This can actually be taken by a Wight King, freeing up points on your casters. Rulebook Items[ edit ] Thanks to the Vampires already having very high stats on most of their characters, they can benefit greatly from Rulebook items.

Note this is a very long section. Extra Strength is never a bad thing. Getting S8 on anything, especially a model with 5 fucking Attacks, is fucking amazing. That being said those 60 points eat up your options for magic items, so you probably should think hard about other options first.

You'll still have 40 points for Nightshroud after this. Remember that with Red Fury, any unsaved Wound caused grants you an additional attack so going from 5 Attacks that can become a maximum of 10 you can get 8 Attacks which can become a maximum of It's by no means an optimal build even for a blender lord, but at the same time isn't terrible.

Once again, take a good long look at other options, and if you do take it consider the Nightshroud. Obsidian Blade: 50 points, Attacks made with it don't get Armor Saves against it.

Good for a Vamp designed to go toe to toe with more point-costly enemies or for high-armor foes like Warriors of Chaos or dwarves. Here's how to do it. Vamp Lord with 7 Strength is still amazing. Also decent on the Wight King to bump it up to S6. Same as above, still good on a blender lord. Forget it on the Wight King for the most part.

Fencer's Blades: 35 points, paired weapons, bearer has WS The Wight King on the other hand can benefit from it a lot. Sword of Anti-Heroes: 30 points, quite an appropriate name. Spellthieving Sword: 25 points, Wounds caused to a Wizard force them to lose one spell each.

But chances are good any opponent in melee with your Vamp is about to die, unless you're talking about a Lord like Malekith. But really you should be focused on actually killing the fucker. For 30 points you can take that as a Vampire Power, and there's literally no reason in any situation ever to take both. Take the Sword to save 5 points when you aren't taking magic weapons of any other kind or when you're trying to save points for more powers, take the power to save magic item points or to prevent one of those item-destroying abilities like the kind High Elves in the High Lore have.

You can also take it on the Wight King, which is when it's worth consideration.

Take if if you're on a budget with your blender Vampire Lord, but if that's the case why are you trying to make a blender lord? Berserker Sword: 20 points, grants Frenzy. WHY would you want Frenzy?

More importantly, why would you want to bother with Frenzy without the bonuses from Skabscrath? Probably more of a detriment than a bonus. Not bad. Not great. S6 Vamp is okay though. Gold Sigil Sword: Attacks made with it are Initiative 10, 15 points.

Vamp Lords already have I7, Vamps have I6. Bumping up the Wight King is okay though. Not terrible, but Vamps already have such a high WS it's not too great unless low on points and need to bump up the hero assassin.

It's the poor man's Obsidian Blade. Not a bad choice. But truth be told, Sword of Might is better. Relic Sword: 10 points.

Black Knights are good for attacking opposing knights and heavy cavalry. Fell Bats are useful for taking out opposing artillery crew, and Spirit Hosts can tie up a unit for many turns. I prefer to arm them with halberds and shields.

I also equip the unit with a magic standard which one depends on the role I am using them in. Use the Grave Guard to defend your general, unless he is mounted. Give them a magic standard if you have the points. Barding is very useful for their survival.

Use your Black Knights to attack other knights. They should be able to beat them, with their Wight Blades and their good Strength and Toughness. If you have a mounted general, the Black Knights will help protect him. They also make a good mobile reaction force to reinforce other units.

Two or three hosts in a unit can hold up an elite enemy unit for several turns. They are Ethereal and can only be affected by magic weapons, but don't use them against units with multiple rank bonuses.

This should not be a problem as most elite units do not have multiple rank bonuses. The army is also limited in the number of units you have to choose from unless you look to the Dogs of War for support. Banshees are useful for getting rid of small harassment units, while the Black Coach is devastating when used against infantry or similar units. They have their ghostly howl which they use in the shooting phase. These are most useful for the psychological effect they have on your opponent.

Many opponents will change their line of advance due to these. They can also be used t good effect against skirmishers. Banshees can also protect your flanks from enemy skirmishers or small units of light cavalry. With its special rules it can be very powerful. Due to the Evocation of Death it can actually become more powerful as the combat continues.

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