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dark1thought
04-04-2012, 01:57 PM
Hi guys, my friends in the school club are gonna be entering the school league warhammer tournament (played at 800 points), and I thought I should play a few games against them (I'm not entering the tourny as I am already entered the 40K section.
Here's the list:


Master Necromancer, Lord of the Dead, Dragonbane Gem 190
20 Skeleton warriors, Champion, Standard 120
21 Skeleton warriors, Champion, Standard 125
10 dire wolves 80
3 Crypt Horrors, Crypt Haunter 124
5 Black Knights, Barding, Full Command 160

Total 799

The strategy would be to have 2 skeleton units march up the middle, supported on the flanks by the black knights and crypt horrors, who would hopefully flank charge what ever charges/gets charged by the skeletons. The dire wolves would go warmachine hunting.

I was also thinking of replacing the Crypt horrors with some vargheists, and removing some skellies. In this case the wolves would take the supporting role and the vargheists would be flying around causing havoc. Losing the skellies isn't much bother, as I would be able to bolster them back in no time.

Also, should I run the skellies in 5x4 or 10x2 formation? I think that the horde formation would be best, as I would be able to increase the skeletons to 10x3 easily, and would thus get thrice the attacking power compared to the 5x4 formation. Also, handweapons or spears? I would be inclined towards hand weapons, as the parry save would be useful, and I also dont think I would be able to bolster the units up to 4x10 by the time I reach combat anyways.

What spells would be the most important to take?

I would put them in order of:
1. Invocation of Nehek
2. Vanhel's Danse Macabre
3. Gaze of Nagash
4. Hellish Vigour
5-7. Raise Dead, Curse of Years, Wind of Death (in that order)

Just asking, so I know what spell to replace with invocation, and what spell I should pick incase of a double.

Thanks guys, criticism is appreciated

alshrive
04-10-2012, 09:02 AM
personally on the skeletons i would go for hand weapons and shields and i would rank them up 5 wide by 4 deep (rank bonus' is very helpful).

On the spell front i don't have my army book on me at the moment (sat at my desk 'working'). i have made a note of your list and will have a peruse tonight and give you a full reply tomorrow- but until then just know that i am having a look for you. (i like to give support to the Schools League as i always found them great fun- i useed to run practice games in my gw store when i worked for them).

ALShrive

alshrive
04-11-2012, 04:19 AM
ok after reading through and having a look, i like what you are trying with this list i just feel that it doesn't work brilliantly together.

i like the idea of dropping the horrors for vargheists i would definitely go for that, and i would actually make the 2 units of skellies one horde of 40 with spears and full command- saves the cost of one command and you can rank up and bring a lot of muscle to bear.An added bonus is the fact that the points you spare on combining the skellies gives you enough points for the extra needed for the vargheists.

i would also personally drop the black knights for Hexwraiths- as i think they are possibly the most lovely unit in the vampire book (and 5 with a champion is exactly the same cost as your black knight unit)

i am not a frequent gamer with vampire counts but i feel those alterations might make the list flow a bit better.

hope this helps

ALShrive

Wildeybeast
06-25-2012, 03:51 PM
Bloody spammers. Why is this guy not blocked yet, I reported him days ago on another thread? Sort it out mods.

Skeith154
06-26-2012, 09:21 AM
i thought is was a thread about a 800 point undead army not viagra, unless your empowering your vampires and necromancers with viagra to increase their hold over the dead.