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PostPosted: Mon Jun 29, 2009 8:21 am 
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If your playing Wood Elves and Vamps regularly its defiantly worth investing in the Amulet of Light.

Taine

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PostPosted: Wed Jul 01, 2009 7:41 pm 
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That looks a good balanced list but perhaps slightly too spread into different categories, I mean you have 1 piece of magic, 1 shooty, 1 decent melee and a Core, perhaps you should drop the Bolt Thrower for some more Melee's or drop some Melee's and go for long ranged, I hope you understand what I mean as I think VC are a good army that you really need to focus on a few aspects to defeat rather than lots.


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PostPosted: Fri Jul 03, 2009 8:47 pm 
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That is a very nice balanced list mate and I agree with the Amulet of Light, I usually either give it to the BSB along with Armour of Caledor and GW, or to a unit Champion - personally I prefer Phoenix Guard & SMasters as my special units (but then I dont own any White Lions *yet*)

Let us know how it goes

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PostPosted: Fri Jul 03, 2009 10:52 pm 
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My regular army is Vamps, I love them although I haven't gone quite as far as sharpening my teeth yet.

This is a tip from "the other side" (the dark side)

When I play Vampires, I don't really care too much what my enemy brings to the table unless I think it's going to disrupt my magic phase. I reckon 75% of Vamp players are magic "invocation of nehek" types.

Bring on those bolt thorwers, crossbowmen/dwarfs/dark elves etc. It really doesn't bother a magic oriented Vampire army because you'll never kill as much as I raise, unless... you take out my vamps early on.

Against Vampires I recommend any magic items which disrupt the Vampire magic phase and also any characters or items which can target individual Vampires.

One other thing that really annoys me is meeting an unbreakable or stubborn or otherwise immune to psychology unit that "gets in the way" of my plans. I know that I can only beat a decent enemy unit with combat res and my Zombies or Skeletons will not be good enough to break a unit through basic combat without the use of outnumbering / fear.

I have had limited success with my Varghulf, to be honest I don't think you should worry too much about them.

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PostPosted: Fri Jul 24, 2009 1:56 am 
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2007 pt High army

Prince
Griffon, Shield, Foe Bane, Armour of Heroes, Radiant Gem of Hoeth (Light magic - Burning Gaze)

Noble (Banner Bearer)
Hand weapon, Lance, Dragon Armour & Shield
Banner of balance

Mage Level 2 (Light Magic)
Dispel Scroll, Jewel of Dusk, Silver Wand
Hand weapon

10 Archers

10 Archers

10 White lions including Champion, Musician and Standard bearer

14 Sword Masters including Champion[Amulet of Light] Musician and Standard bearer [Lion Standard]

9 Dragon Princes including Champion Musician and Standard bearer [Banner of Arcane Protection]

2 Bolt Throwers

Mage goes in with the sword masters
Noble with the Dragon Princes to mage them Immune to Psychology

Not sure how this will work but trying it out in a few weeks time will let you know how it goes.


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PostPosted: Fri Jul 24, 2009 8:12 am 
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Not a bad list - Although you Army allowed to use both the Jewel of Dusk and the Silver Wand on the same Mage as they are both Arcane Items and you can only carry 1.

Taine

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Armies W L D
Guardians of Dragon Gate 2 0 0
(High Elf Tournament Army - New)
Skarsnik's Hoard 1 1 1
(All Goblin and Troll Army - New)
High Elves 45 7 13


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PostPosted: Sat Jul 25, 2009 3:05 pm 
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Grrrr, I keep losing. Caradryan entered into combat with the treeman on his own from the flank while the woody abomination was engaged with the White Lions on the front. He racked up enough kills from them (along with the help of some wardancers) to get enough combat res to cause Caradryan to flee and get chased down. So he got killed, but it wasn't close combat and so the Mark of Asuryan rule didn't apply.

Haven't had to worry about Vamps for a while. My formerly vampiric friend has thrown in his lot with Chaos, but that other bastard from the forest has recently developed a strange bite wound on his neck....


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 Post subject: Re:
PostPosted: Tue Sep 01, 2009 3:33 pm 
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Enarbrin-Taine wrote:
The problem with using magic against Vamps is you have you go really magic heavy in order to be able to get the spells that you need off. Now for high elves this isn't too much of a problem but with 3 or 4 spell casters on the vamp side your going to have your work cut out for you trying to beat them with magic.

Also if you spend enough points on magic users and items to make it work then you leave yourself short in another area. Facing unbreakable units you really need your own rank and file and hard hitting combats to ensure that you win as many rounds of combat as possible. Cant take chances with small elite units against fear causing blocks of infantry.


Sorry to answer this so late, I've been quite busy in past days (months?)

Vamps really are magic heavy and therefor have solid amount dispel generated by spellcasters. But they are power dice oriented, not dispel. The only items that help them with dispel (except scrolls) is Skull staff or Staff of sorcery. In 2000+ pts game, they generate 7 dispel dice (or max. 8 due to black periapt). Only Black coach can get magic restistance. HE in the same size of game with archmage and 2 mages with proper items can get 12-14 power dice (plus bound spells plus eventual power stones plus eventual +1 to cast for archmage with Starwood staff). And you still have place for 1 noble as BSB with that Battle banner - he can join DP's or SM's for some really cool combat resolution - undead crumble when they lose on CR. Even with magic heavy army, HE can still muster really powerful melee units. And if you manage to kill (or crumble) some spellcasters early, his chances to dispel will go down. In magic heavy army, HE are also very strong in dispel, having nice chance to disrupt lots of animating spells from vampires.


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