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vampires (an alternative approach)


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archangelsariel
User offline. Last seen 3 years 6 weeks ago. Offline
Joined: 02/27/2007
Points: 14

I've had this idea bouncing around in my head for a while and I was hopeing to get some outside feedback.

- Vampire Lord + lvl. 3 upgrade, walach's bloody hauberk, helm of commandment, dark acolyte, lord of the dead, master of the dark arts
- Vampire + black periapt, dispell scroll, master of the dark arts
- Vampire + rod of flaming death, master of the dark arts
- Vampire + book of arkhan, master of the dark arts

- 20 Zombies
- 10 Skeletons + command
- 10 Skeletons + command, spears
- Corpse Cart + unholy lodestone
- Corpse Cart + balefire

- 3 Fell Bats
- 3 Fell Bats

- Black Coach
- Black Coach

The army is based around 2 black coaches and 4 vampires with master of the dark arts. The black coaches can absorb the power dice of wizards within 6 inches as well as the dice in the power dice pool... on both players turns. With this setup you will be getting 19 dice a turn that can potentially be absorbed, hopefully supercharging the black coaches to their maximum of 6 counters each. A black coach with 6 counters has +1 impact hits, hatered, magic resistance 3, killing blow, ethereal and flying on top of the terror and 4+ ward save it comes with from the start. The only thing worse than dealing with one of those is having to deal with two of them. The rest of the army is support. Some blocks of infantry to clog up the center of the table and hopefully open up some juicy flank charges for the chariots of doom. A couple of corpse carts back up the infantry blocks. Two small units of fell bats perform disruptive roles, chasing after war machine crews and small vulnerable units.

Tell me what you think. All constructive comments are welcome and appreciated.

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Griff
User offline. Last seen 16 weeks 1 day ago. Offline
Joined: 11/07/2005
Points: 1274

I like it.

On average you'll have all 6 abilities by your second magic phase if you keep all of your mages in range for both phases. You'll want to hang back a bit and summon a bunch of zombies / raise your skeleton units before engaging the enemy, so this isn't far fetched.

Dark Acolyte + Lord of the dead I think is a more effective combination, since your hero vamps will be more useful with the second spell (not to mention the ability to cast a clutch spell on 3 dice). However, this will mean it will take an average of 3 turns to get all of the black coaches abilities. By turn three you would certainly hope that the Black Coaches would already be in combat (which means away from your casters). With your current setup you will certainly be raising a ton of zombies!

I haven't figured out what to do with the Corpse Cart yet, so it will be interesting to see what you do with them. ASF for Vampires is obvious, but I'm not sure if it justifies the hefty price.

"This is where apple pie goes when it dies."

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