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Warhammer Fantasy Battle: Vampire Counts |
Tips and TacticsNasty (non Vampire) characters and combos Vampire Lords / Vampire Count / Master Necromancer / Vampire Thrall / Wight Lord / Wraith / Necromancer / Skeletons / Zombies / Ghouls / Bat Swarms / Dire Wolves / Grave Guard / Black Knights / Spirit Hosts / Fell Bats / Banshees / Black Coach / Sylvanian Levy / Swains / Skeleton Bowmen / Charnel Guard / Strigany Overall Tactics / Magic
Spell Discussion /
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| Psychology is very important to a Vampire
Count army - all models in your army cause fear or terror, and with the
exception of Ghouls (and some units from the special lists) are in return
totally immune to psychology. However, there are also important exceptions
to this rule mainly that Strigoi also suffer from Hatred, and the that wearer
of the Crown of the Damned suffers from Stupidity. I suggest that as it
is such an important aspect of your army, that you also read the Psychology
tips on the General tactics page.
Vampire Lords (see below for full discussion
of Bloodline Powers) NOTE: Never forget that only Von Carsteins and Blood Dragons can take armour, and that only Strigoi come with a ward save, also remember to give you Lord some protection. Necrarchs can easily become the most powerful wizards in the game, 75 points of your 100 allowance spent on Nehekhara's Noble Blood, Forbidden Lore and Spell Familiar will make you a level 4 wizard with all 6 spells, the remaining 25 points can be spent on dispels/power scrolls or additional powers (Master of the Black Arts - watch your opponents face as you increase the range of Hellish Vigour, Invocation or Vanhel's Danse Macabre!). Give the vampire a barded nightmare and suddenly he also has a 5+ save. Basically, Necrarch vampires are not at all designed for close combat, do not try to redress the balance by kitting them out wrong - simply tool up as a very good wizard. However, always remember that as a Necrarch you only lose 2 WS, so you still have multiple attacks, high S and T etc so you can take to close combat if needed, just don't make it your priority. Blood Dragons and Strigoi are my favourite vampires because they are so close combat orientated, and as a result can massacre anything in hand to hand. A Blood Dragon with either a lance or great weapon and the power Strength of Steel hits with strength 8 on the turn he attacks, making mincemeat of chariots, dragons etc. Heart Piercing combined with Red Fury and Sword of Battle gives you 7 attacks at S5 (with WS10 you will probably always hit on a 3+) and you can reroll misses, against units with heavy armour this is utterly lethal (-2 save modifier, so no save from the armour). If it is ever down to a choice between Sword of Battle (+1 attack) or Sword of Striking (+1 to hit) ALWAYS take the sword of battle, as it is 5 points cheaper and statistically 6 attacks hitting on 3+ is better than 5 attacks hitting on 2+. Another good point, Blood Dragon platemail is a 4+ save not 5+, so with a barded nightmare and shield the save becomes 1+! Strigoi are also very good as their 100 points allowance is only to be spent on bloodline powers. Infinite Hatred, Iron Sinews and Massive Monstrosity will give you 6 attacks at S6 (rerollable) and 5 wounds. Also, never forget that you get a 5+ ward save. Substituting Massive Monstrosity with Bat Form would be quite nasty (20" charge range) Finally Von Carsteins and Lahmia are neither really close combat or magic orientated, though can be altered to either. Lahmia may have -1 WS, though this still means that a Lord has WS7, she also has +2 initiative giving her I10 (take that High Elves!) Also her Seduction, transfix etc power can make her quite nasty. However, do not forget that you cannot take mundane weapons and armour, so don't leave out a ward of some form. Lahmia have the advantage that everyone can take the Quickblood power gaining a 5+ Ward save. Lahmia can be used as wizards, though they are better as lightning fast fighters with magical abilities, rather than trying to make them wizards who can fight. Von Carsteins are excellent leaders, as taking Aura of Dark Majesty or Walking Death can easily turn the tide of the battle for you. Unlike Lahmia that cannot take weapons and such, a Von Carstein can and therefore has access to lances, great weapons and additional hand weapons. As mentioned above, do not forget that you have no armour, take a ward. Vampire Lords can get away with the Crown of the Damned as they have Ld10 and are unlikely to fail their Stupidity test. Concerning mounts - there are advantages and disadvantages. A Zombie Dragon or Winged Nightmare gives you a massive movement and charge distance and lots of extra attacks to tear apart units and characters. However in most battles, this Lord will be your general and you do not want him getting away from the rest of the army, as he is more vulnerable and will prevent the rest of the army moving so fast, also they cause terror and you may end up with everyone running away and you sitting in the open waiting for cannonballs, rocks etc. If in a battle where you can field a multiple Lord charcter (i.e. a pair of Counts, or a Lord and a Count) and have a Dragon or Winged Nightmare then get stuck in, but otherwise use with caution. Nightmares are an entirely different matter, my Blood Dragon always rides a barded nightmare and advances with my Black Knights. He is well protected and also has a big hard unit with him as a bodyguard. So; use Blood Dragons and Strigoi to lead your charges and swing close combat, Necrarchs to dominate the magic phase, Lahmia to beguile enemy characters and powerful units and Von Carsteins to lead the army and boost its abilities. Vampire Count Master Necromancer I would never mount a necromancer on a Winged Nightmare or Zombie Dragon as they just cannot hold their own in close combat, and they would make a very large and expensive target for your opponent. Vampire Thrall Blood Dragons and Strigoi should be tooled up for close combat with Sword of Battle + Master Strike/Heart Piercing (4 attacks with Killing Blow or re-roll misses) or Iron Sinews and Infinite Hatred (4 attacks S6 and re-roll all misses). These combos can make a good character lethal, especially in challenges and against elite infantry. Lahmia should be given powers to help any Countess's or Ladies in the army, so more powers that stop the enemy attacking you. Necrarchs are useful as they can be given arcane items such as Staff of Damnation, Dispel Scrolls, Power Familiar or Book of Arkhan. In a battle of less than 2000 points give your opponent a really nasty shock by taking a Necrarch thrall with Nehekhara's Noble Blood and 2 Necromancers. Your general will be quite a bit more difficult to kill than usual, and can deal back some damage in hand to hand. Von Carsteins are also best used in a supporting role. A wolf form thrall in a unit of Dire Wolves would be a nasty surprise for anyone, especially if you used a Doom Wolf model to represent the vampire, combined with the Flayed Hauberk and 2 hand weapons, Heavy Armour, Shield and Sword of Battle this is a very nasty combination. If in a normal infantry or cavalry unit, then the access to armour and good weaponry allows the vampire to help tip the balance in combat. Wight Lord Wraith Necromancer Skeletons Try and use at least three quite large (25+) units of skeletons as the core of your army and then bolster them constantly with Invocation of Nehek. A bad point is that if your general dies, then the units will be quickly destroyed as they have only Ld 3. Zombies Ghouls The poison attack is the one reason that I now rate ghouls and it is because it has 2 major advantages 1; high toughness (7+) opponents can now be wounded and 2; all other opponents are now easier to kill as 1 in 6 hits will auto wound, meaning that overall the unit will cause more wounds. A unit of ghouls 7 wide (this will allow all of them to strike against a unit 5 wide as the end two will be corner to corner) with a Ghast in the front rank will be able to strike with 15 attacks! The advantage of losing the rank bonus is that the above tactic (7 wide) can be employed without worrying about losing the rank bonus as you don't have it anyway, this can be a real headache for an opponent who knows that no matter which side charges, when the skirmishing ghouls are ranked up he will probably be attacked with at least 15 poisoned attacks. Poisoned attacks are also a good way of keeping high toughness characters pinned or running as a lot of players are scared of facing characters off against units with with either killing blow or poisoned attacks. I field my ghouls in units of 12 (including a ghast) and so far they have more than paid for themselves in each battle. Bat Swarms However, on the plus side they move rapidly (10" fly) they are immune to psychology (even though they are alive), they cause fear, have 5 wounds and 5 attacks and are skirmishers like ghouls. A full swarm of 5 bases flanking someones army is quite worrying, especially if they are supported by Fell Bats, or are screening Black Knights or other fast moving troops. Alternatively, the swarm can use its superior speed to advance ahead of the army and provide a solid screen (even with T2, they are still -1 to hit and still have 5 wounds per base, thats 25 wounds for a full swarm). Also, as with ghouls, their ability to cause fear may even have a few weaker units running away before engaging the mainforce. Dire Wolves Unfortunately, being fast cavalry they cannot claim any rank bonus, though as with ghouls this can be to your advantage as you can afford to attack in a long line to cause maximum damage without worrying about the loss of rank bonus. Their +1 S when charging means that even T7 opponents can be wounded and as with Ghouls, a WS of 3 means that most opponents will be hit on a 4+. Also, being classed as cavalry means that each model has a unit strength of two, so 3 is enough to count for a flank or rear attack, and a unit of 10 has a unit strength of 20. This means that even though you don't have ranks or a standard, you can gain the +1 for outnumbering quite easily, and that means most opponents will auto break (models automatically flee from a unit that they fear if beaten by them in HtH and if the feared unit has a higher unit strength), and with a pursue distance of 3D6" they should catch most units fleeing from them. Their major downfall is a lack of a save (even 6+ for thick fur would be good) and their T of 3. This means that you will have to be careful how they are deployed and moved or they will be whittled down by missiles. However, even with the lack of standard and rank bonus, and their T3 and no save, Dire Wolves are an excellent flanking or secondary attack unit. Grave Guard Black Knights Spirit Hosts Fell Bats Banshees Black Coach Another good point of the Black Coach is that with it being so tough a lot of missile fire will be directed at it, especially S7+ weapons. This means that it isn't being aimed on the rest of your army. If the Coach is destroyed, well it is only 200 points of your whole army and it has drawn away a lot of fire, and if it survives; you have still drawn a lot of fire, and now get to roll for impact hits! As you only have one, but can negate rank bonus's, the best use for this is to send it down one flank and then sweep across into the side of units. The D6 S5 impact hits, combined with Terror (and the 4 attacks of the Wraith and Nightmares) should be enough to knock out even the most powerful unit if it is already engaged. Example; engage unit of 20 Black Orcs with 20 Skeletons and then charge Black Coach into flank. The Orcs must take 2 Fear checks (2 fear causing units charge them). If they hold they take D6 S5 hits auto + 4 from the coach crew + 5 or 6 from the Skeletons, say 5 wounds are caused out of a possible 15. This destroys the front rank of Orcs and they can't strike back, the combat resolution ends with; Orcs 1 (standard), Skellies + Coach 11 (Standard, +3 ranks, outnumber, 5 wounds caused, flank attack). The Orcs auto break and run, as they are outnumbered, and only run 2D6" but the coach pursues 3D6" and probably catches and destroys the Orcs. This tactic will work with virtually any heavy unit you care to pick on. Sylvanian Levy Skeleton Bowmen Magic Tactics (Lore of Death is covered
in the General Tactics page) Curse of Years - Excellent spell! Especially if you can keep it going,
I have killed 20+ Skaven in a couple of turns with this spell and just
about destroyed the unit. I love this spell. Blood Dragons Summon Bats - This is useful, but I find the less expensive summon wolves can do the same job for less. Basically the role of this ability is to take out enemy War machines from behind, disrupt march movement and engage the lone wizard lurking behind enemy lines. Call Winds - A lifesaver against Shooty armies with lots of fast manouverable flyers (like Wood Elfs). It puts all shooting at -1 to hit and flyers are forced to use their ground movement value to move. Just make sure not to use Fellbats as they will be forced to move at a pathetic 1 inch per turn. Walking Death - Gives the unit he joins +1 CR. This is just a great ability. Combined with War Banner your unit will have +3 CR before they even start fighting! And its cheap so can be given to Thralls to boost your regiments fighting capabilities. Aura of Dark Majesty - My personal favourite bloodline ability, this extends the aura of your general for marching and using his Leadership from 12 to 18 inches. This means you can have a much more spread out battleline without having to cram all your units into within 12 of your general to steal that first march. And its dirt cheap! Summon Wolves: - Summons D3 Dire Wolves. Does exactly the same things as Call Bats ( See above) but with an added bonus. If your lucky and get 3 Wolves, they can also be used to charge the rear of an enemy unit and they will negate rank bonus due to the fact each wolf has a unit str of 2! Wolf Form - Gives the user Movement 9. Its useful if you want to join
a Dire Wolf unit. It is also good to watch your opponents face when you
are around 18" from a cannon or similar and then charge in a shred
it before he can shoot. Nehekhara's Noble Blood - I thought this was great when I first started using Necrarchs. However for Thralls, I now find it most valuable in <2000pts. Where you can have a general with better protection, and the extra magic die and caster has more need. Always dangerous of course because Vampires get enough attention anyway, but I can't recall losing a Thrall used in this manner yet. The other line of thinking is a Lv3 Count or level 4 Lord. Very valuable, that's an extra power dice, extra spell, extra dispel dice and makes casting the Invocation at 11+ a lot more probable. The Awakening - Thinking about this simply. If you get the Invocation off and get this power to raise the full 3 extra skeletons, it's made it's points back already. However more important than this, you can't turn down the opportunity to make more skelies or zombies. Remember the time where if you just had 1 more skelie in that small unit you raised to hold that (insert opponents elite unit here) you would have had them stuck for another turn and been able to charge them big style? Well, taking this would have done the trick. Also think of unit strength issues. Nothing worse than only raising 4 for a new unit. Dark Acolyte - I don't like to turn down an extra power dice. Unfortunately a lot of other powers and Magic Items come before I choose this. In 3000pts I fit it in more often than not. A Thrall with this and the Book of Arkhan makes a handy combination. Unholy Cynosure - It's a nice item. Shame about the one use and that it is restricted solely to the Vampire. Miscasts are rarely a problem (lucky me, I supposeJ ) and it's normally not worth using the points this way. I don't doubt this differs for other people, but me I don't have a place for this item. Master of the Black Arts - I don't believe I can put it in words how valuable this power is. Most of the Necromancy spells are tightly restricted. Invocation at 24": that will put a unit right next door to the war machines on the first turn. Even Hellish Vigour and Vanhels Dance Macabre are only 18" so it's handy for them as well. Hell I know I've had times where even the Gaze of Nagash needed an extra couple of inches to make it. One of the most valuable powers without a doubt. Forbidden Lore - Well, here's the standard power that most armies have
access to through a Magic Item. However this is different in one way.
You can combine this with a spell familiar giving you two extra spells
for 30pts. That and in big games every Necrarch in the army can have an
extra opposed to only one (using their only arcane item on it). This is
very useful if combined with other items and powers correctly. Lahmia Frostblade - This is one of those weapons that you never see despite actually being rather handy in a sense. Outrageously offensive it can allow you to get two outright kills on multi-wound creatures like Kroxigors, Ogres and Minotaurs whilst still carrying your other wounds over (you just have to be careful when you allocate hits). Of course you can have the Elf, Human, and Goblin characters fall to the Blade with ease but that's the sort of thing a Vampire can do itself anyway. All in all it's hard to get the right opponents to justify the points spent on the item, and the defensive gap it opens by what you can't take when you have it. Blood Drinker - Our beloved Vampires have a couple of means to healing themselves. The other two are by magic but this is by the sheer killing power of the beast itself. Never worth it on a Thrall as it will never to able to recover more than one wound and the points would be better elsewhere. On a Count/Lord it becomes that much more better a choice, with more wounds to recover if needed. But that's the catch, if you don't need to recover the wounds. With the magic, it's selective: if you need the wounds restore them; if not then put the power dice elsewhere. For 50pts you want a weapon that is going to help reap out the carnage. Black Axe of Krell - This is an item of carnage. Wound almost any model with this and you'll be odds on to have it dead by the end of the game even if it never engages in combat again. An exquisite weapon if facing the right opponent. With the price tag on this one it may be a hard choice to actually take it, but a step up from the Frostblade. Sword of Unholy Power - The Magic Weapon of choice for many VC players. At a good points cost with a strong possibility of adding 2+ extra dice to your Magic Phase it is easy to guess why. An excellent choice for an army that needs as much magical power as it can get. Tomb Blade - The legendary weapon for those that like to reap what they sow. An item that helps out with the dead raising allowing the Invocations to be used elsewhere. It's nice to have the Staff of Damnation around when using this, same for the Sword of Unholy Power. It makes every wound that much sweeter when you know you're getting something else out of it. And at 35pts it leaves plenty of points available for other things. Asp Bow - Possibly the most useless of the selection. A single mid strength shot, albeit poisoned, and able to target characters inside a unit, is just not worth the points you pay for it. Something for a very brave Lord I guess. Sword of the Kings - Simple, Cheap and arguably the best. 25pts to double
a Wight Lords chances at a killing blow makes him a fearsome opponent
for any character. Best used when the character is in a unit with the
Banner of the Barrows to make sure he gets those attacks to hit, which
is in doubt normally when only using WS4 against near enough any other
character. Wailing Helm - An extra +1 to your save along with the ability to cause terror isn't bad in itself but when the VC army has 5 other ways of causing terror (Zombie Dragon, Winged Nightmare, Wraith, Black Coach and Hell Banner) it makes it a hard choice to take this item and suck the points away from your magic allowance. I'd be more inclined to take a Wraith or lacking character choices, the Black Coach instead. Armour of Bone - One for any Wizard in your army, though more often that not a plain Ward Save would probably serve you better. Best used in conjunction with a Barded Nightmare to make it that much more useful with a 3+ Armour Save opposed to just treating it as an extra wound for your character. The Flayed Hauberk - Best for use on characters on foot as you don't waste the protection that a Nightmare offers, though if you must use it on a mounted character just remember not to waste points on the barding. Usually a shame to put on a Wight Lord as it rules out the Sword of the Kings, but a valid choice for Blood Dragon and Von Carstein (good in combination with Wolf Form) Thralls. The Cursed Shield of Mousillon - Against the right opponent this is as
good as saving a wound in every round of combat. It's a nice saviour for
a Blood Dragon that is forced into accepting the challenge of a superior
fighter. Not something I'd rule out for a Wight Lord when equipped with
Sword of the Kings either, as it gives him a much better chance of getting
that killing blow in against a strong opponent. Having Bretonnia's hardest
men hating you isn't something you want to put upon yourself, so it's
best not to take this against them. The Carstein Ring - The ultimate in defensive items in the entire game. Only the most obscurest of circumstances or poorest Generalship will lead to you losing this guy. Can't fault the item on it's worth, it's just that it leaves your Vampire as a strong fighter with average Magic, when it has the potential to give so much more support to his army. Obsidian Amulet - The customary item to fill the hole in Wraith's defense. The Magic Resistance helps the Wraith when it's going out on it's own or can offer defense to the unit that it joins, although using the Cursed Book is the more common item taken in the latter circumstance.It's not really safe on any other character as it removes the ability to carry a full Ward Save on powerful characters and it's too expensive for the other Heroes. However, some people find themselves playing against opponents that like to take Magic Weapons. If this is the case and your Lord level character isn't on a monstrous mount, then this could be the Ward Save you want. Crown of the Damned - The VC access to a quality Ward Save. Unfortunately, coming fully equiped with Stupidity making the item highly debateable. Sometimes being stupid will lose you the game, where as sometimes not having a 4+ Ward Save will lose you the game. Whether you take this is all dependant or how you feel about risk. Wristbands of Black Gold - For the character that stays out of a unit. A cheaper alternative for the Terror spreading Wraith to the Amulet. Or maybe for a Von Carstein with Wolf Form. Of course it's one way of protecting the liability of a Necromancer that you don't want holding up a unit. However, this does inhibit the ability of the Necro to carry most of the quality Arcane Items that VC has in it's arsenal. Ring of the Night - The Ward Save of choice. It's more often than not that you'll see this on a Von Carstein, Blood Dragon or Necrarch Count. The Gem of Blood - The cheapest one of the bunch, It is a nice surprise to take once every so often to keep your opponent on his toes. It does have the negative effect of not letting you choose another Talisman and having a proper Ward Save. This is why it's more common to see this item on a Lahmian where they can choose the Quickblood bloodline power in order to get a Ward Save. Power Familiar - A useful creature to have around you, but only really for those undead armies who wish to harness the Winds of Magic to their full potential. So Necromancer or Necrarch armies should usually employ these little creatures, especially the most powerful of those magic users. However, the Power Familiar is quite expensive to buy, points that might better be spent on more offensive items or powers for the Lahmian or Von Carstein armies. Staff Of Damnation - All magic items that increase the powers of your undead minions is most good. Those who possess this staff should be placed in the centre of their line so as to effect the most units at once. Remember the first strike and re-rolls could mean the difference between making an enemy unit flee and your own army being crushed under the might of the living. However at 40 points it is expensive to include, and is probably best given to armies that do not rely so heavily on the Invocation of Nehek (who should instead attempt to increase their magic power). Skull Staff - The usefulness of this item cannot be understated. It has its usefulness in some few rare circumstances, but mostly cannot be used to full potential. Warrior Familiar - Since getting your necromancer into combat is mostly a bad idea, and vampires are usually able to take care of themselves along with anyone around them, warrior familiars are really not worth their point. However, they can work as a kind of protection for a necromancer who may get caught up in fighting, because one less hit from an enemy is one less hit from an enemy (and lets face there are not many rank and file who can withstand a S5 hit; unless you roll badly that is). Book Of Arkhan - Arkhan must have written many books, because a lot of armies use this little piece of arcane magic: and with good reason too. With no fire power to their name Vampire Counts have no need to stand around waiting for the enemy to meet them, and anything that gets them toward the enemy faster is a definate good thing. Oh and its cheap too, just remember never to roll any 1's when your using it. Black Periapt - Much debate over this little piece of blackness. If anyone
has any problems with you using the way it should be used just direct
them here, and watch their mouth slowly drop open in awe. This device
can be very useful if you have lots of spellcasters and need an extra
dice to fire all those spells you have, just waiting in the wings. At
15 its not going to burst bank. Very useful for the Necromancer or Necrarch
army, less useful for those armies who do not rely so much on magic. |
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