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  1. #1
    Thats Mr Snegz to you sneggy's Avatar
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    Vampire Counts 2000pts anti shooting list

    Now as a reputed solid beardy shooting dwarf player I know what shooty forces hate....and have created it. Potentially to allow my girlfriend for an easier time as she learns how to play vs my dwarfs or vice versa.

    Lord:
    Vampire lord-420 points (General)
    Extra magic level
    Gifts: Master of the black arts, Dark Acolyte
    Items: Walachs Bloody hauberk, Gem of Blood, Enchanted Shield

    Heroes:
    Vampire-180 points
    Level 1 wizard
    Gifts: Flying Horror
    Items: Armour of the Night, Sword of Kings

    Necromancer-120 points
    Extra spell
    Items: Book of Arkhan, Black Periapt

    Necromancer-120 Points
    Extra spell
    Items: 2 Dispel scrolls

    Core: (This is a biggie)
    25 Zombies-112 points
    Musician, Standard Bearer

    24 Zombies-108 points
    Musician, Standard Bearer

    24 Zombies-108 points
    Musician, Standard Bearer

    5 Dire Wolves-40 points

    5 Dire Wolves-40 points

    5 Dire Wolves-40 points

    5 Dire Wolves-40 points

    5 Dire Wolves-40 points

    5 Dire Wolves-40 points

    5 Dire Wolves-40 points

    5 Dire Wolves-40 points

    Corpse Cart-100 Points
    Balefire

    Corspe Cart-100 points
    Balefire

    Special:
    19 Grave Guard-312 Points
    Great Weapons
    Full Command
    Banner: Royal standard of Strigoi

    Total points: 2000 points


    Right, quick breakdown of the basic plan.
    Vampire Lord sits with the Grave Guard central, he allows the infantry to march and some of the Dire Wolves to do an 18" sprint on turn one to block lines of sight. He himself generates 8 power dice and knows 5 spells (4/6 from necromancy almost guarantees Vanhels+a killy spell and of course the invocation.) Its a lot of points but consider its potential charge range of 24 inches+constant dire wolf screening from shooting until i kill/tie up in combat all the shooty stuff. Its killing blow with hatred, constant replenishment, almost certain flanking from dire wolves and a Vamp with good armour, ward and the tricksy gem of blood for challenges.

    One corpse cart goes off wizard following. might seem bizarre but getting one of both corpse carts within 24" of the opponents main magic user will screw over his magic phase. the other sits next to the grave guard ready for a tandem charge and giving always strike first to aforementioned unit of uber killyness.

    The zombies house the necromancers, generally tarpit stuff and with flanking dire wolves and a likely +5 combat resolution+autobreak due to fear might actually kill something utilising the dire wolves for a chase down after breaking.

    Dire wolves are what really make this list work. Half used for screening/missile unit charging/war machine hunting/being a generic pain in the ass. Other half used for cancelling rank bonuses by flanking and for chasing down fleeing units.

    Necros keep everything alive and hopefully get some more vanhels spells to get those units into combat. Book of arkhan and black periapt provide even more vanhels and some dice shifting trickery.

    My hero vampire is your standard war machine hunter. If I'm lucky he gets vanhels and puts himself into combat with the scariest war machine on turn one. If not he'll switch to raise dead and keep himself alive/summon more zombies to annoy missile units/march block.
    After war machines/missile units are nice and dead he turns character hunter with his 5+ killing blow hidden into what is actually a very nasty little character.


    So general idea, dominate magic phase, move a lot of stuff with vanhels, keep everything alive, kill support units fast then flank the combat units.

    Last edited by sneggy; 30th November 2010 at 11:16.
    Tarion'maseth-But you know that when it's time to party, you want the keg, not the 6-pack :Wink:
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  2. #2
    Thats Mr Snegz to you sneggy's Avatar
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    Bump the first....surely someone cares even a little bit about fantasy?

    Tarion'maseth-But you know that when it's time to party, you want the keg, not the 6-pack :Wink:
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  3. #3
    Hiv0r's Avatar
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    Ok:

    Your graveguard block is too small imo the best anti shooting nowadays is not to present any targets for light fire that give up points easily. Those dogs will give up points easily and diverters arn't what they used to be.

    You cant take multiple items now 2 dispel scrolls are illegal.

    Those magical movement spells the vamp gets are better anti-shooting than other things due to being able to get there a turn or two faster.

    The ironcurse icon with a 6+ ward against war machines always makes its points back with a single save of 6.

    Zombies are still pointless the best core infantry are ghouls now by a long way. 2 poisoned attacks mean they have a savage damage output while the higher toughness compensates for the lessened armour save.

    Big blocks of ghouls/graveguard and a skelly bunker is the way forward for vamps.

    This army feels like you have spread yourself too thin at 2k look at getting 3 really solid blocks in your army and take 1-2 units of wolves max although I always heard bats are better. Cut the zombies and put a tonne of ghouls in your list.

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  4. #4

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    Not enough core

    For a 2000 point army you need 500 in core and the Dire wolves dont count toward that total so you are almost 200 points short, unless I read it wrong.
    I never have zombies in my starter force though. your better off having cheap necros casting raise dead or trying to get summon zombie horde with your vamp.
    If you hide your vamp lord in a block of skeles, you get a little better defense in close combat. I'd go with a helm of command as well to give them the lords weapon skill.
    the wolves do manage to irritate people who love to shoot. also great for pinning down skirmishers. I'd ditch half of them for two 10 man blocks of ghouls or one twenty block.

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