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 Post subject: Re: Vampire Counts n00b
PostPosted: Mon Oct 19, 2009 6:54 am 
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Blood knights are awesome, but they cant handle everything at once. you stiil need a decent sized army, even if just for table quarters and psychologically. 4pt fear causers are ideal.

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 Post subject: Re: Vampire Counts n00b
PostPosted: Mon Oct 19, 2009 6:59 am 
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no but you can raise them and save the points!!!!!!!

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 Post subject: Re: Vampire Counts n00b
PostPosted: Mon Oct 19, 2009 7:04 am 
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And have everyone else killed?

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 Post subject: Re: Vampire Counts n00b
PostPosted: Mon Oct 19, 2009 7:06 am 
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what does that mean

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 Post subject: Re: Vampire Counts n00b
PostPosted: Mon Oct 19, 2009 7:10 am 
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if you dont run zombies in vc you are almost always outnumbered

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 Post subject: Re: Vampire Counts n00b
PostPosted: Mon Oct 19, 2009 9:52 am 
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I've got to say that Zombies are jsut awesome. Played a 1500 pts game and he had 20 of them in two lines of ten ahead of his army. Supplemented by 2 vampires both magic based both raising Zombies, I just couldn't kill enough to get shots at his Blood Knights hidden behind them. Had 2 units of 10 High Elf Archers and a Bolt Thrower, and he just kept raising more than I could kill! Drove me mental in the end lol.

But yea, take Zombies. Awesome units.


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 Post subject: Re: Vampire Counts n00b
PostPosted: Mon Oct 19, 2009 2:53 pm 
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no spend points on skellies and ghouls and raise the zombies

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 Post subject: Re: Vampire Counts n00b
PostPosted: Mon Oct 19, 2009 4:48 pm 
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Location: Lake Preston, SD
orcy wrote:
no spend points on skellies and ghouls and raise the zombies


Skellies are good and Ghouls are great, but there are times that its nice to bring a couple of decent size regiments of Zombies to the table as well. I've played with 2-3 regiments of 30 Zombies more than once with really good results, just back them up with a pair of Corpse Carts with Unholy Loadstones and a Necromancer or two casting Invocation of Nehek. Back all of that up with a Vampire or Vampire Lord casting "Raise Dead" and watch your opponent tremble as you replentish your troops as fast as he can bring them down! Just remember to bring lots of extra Zombies!


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 Post subject: Re: Vampire Counts n00b
PostPosted: Mon Oct 19, 2009 5:13 pm 
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totaly agree with guard

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 Post subject: Re: Vampire Counts n00b
PostPosted: Tue Oct 20, 2009 11:09 am 
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Location: Dunedin, New Zealand
Units that are stable help VC.

Vargulfs are awesome, tough and good movement.
Grave Guard are a good solid unit. Remember you can raise them back up with D6, not 1 at a time.
Dont expect your zombies to kill much. They have toughness 2 which makes them get owned by pretty much everything. Not many will attack back.

FEAR THE ELVES!!!!

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 Post subject: Re: Vampire Counts n00b
PostPosted: Tue Oct 20, 2009 12:06 pm 
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my 19 orcs big uns and 25 savage orc big uns will destroy your armies then. the zombies will be decemated

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everything is the future until you see it and then its the past

its half term for me so ill be posting more. you have been warned. fail to prepare. prepare to fail


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 Post subject: Re: Vampire Counts n00b
PostPosted: Tue Oct 20, 2009 10:22 pm 
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So you play Gorbad?

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 Post subject: Re: Vampire Counts n00b
PostPosted: Tue Oct 20, 2009 11:07 pm 
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Location: Palmerston North, New Zealand
I agree Zombies are only there to get in peoples way - varghulfs are a must have in most armies, although I wouldnt worry to much about Grave Guard

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 Post subject: Re: Vampire Counts n00b
PostPosted: Wed Oct 21, 2009 12:09 am 
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Location: Portland, Or
As usual with anything I have to say, the first, most important rule is: IT DEPENDS WHO YOU PLAY WITH.

For example, a guy in our group was playing the VC and decided to use the ability to raise skeletons and add to a group, so he started with just 10 skeletons per unit, planning to Invocation them larger before I could get to them. Unfortunately, they were not large enough and when I hit him with my Chaos Knights, the inherently weak nature of his core units was so deadly that I completely wiped out the unit between combat (9 killed) and combat resolution (11 or 12 more fell to that).

The moral of this story is take LARGE core units, whether skeletons or zombies or ghouls.

Do not underestimate the power of Wraiths (only hit by magic weapons) but do not overestimate it either. Use them in concert with big blocks of cheap units and they can do wonders.


In other words, use a balanced force that maximizes your advantages (cheap throw-away troops who can absorb HUGE quantities of punishment long enough to flank/rear charge otherwise deadly enemies) and minimize your weaknesses (easy to kill, poor combat troops overall). Use banners, rank bonus, and so forth, punch up your unit with a powerful character, and you will have a force that can cause problems to anybody.

If you concentrate solely on a single strategy you will find your regular opponents adapting to this and they will soon be winning most games, but if you keep it fresh, switch up your tactics, and you will be surprised how flexible the VC are to play.

By the way, properly played, the VC are a top 3 army. Played poorly, they are among the worst. It takes a while to get the balance right, so do not get discouraged if it is tough at first. I heartily recommend checking out 2d6 blogspot and reading a few battle reports. Study what the VC players do, what works and what doesn't...adjusting for whacky dice rolls, etc. You will learn things to try from there, and then your own experience will bring you home.

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 Post subject: Re: Vampire Counts n00b
PostPosted: Wed Oct 21, 2009 3:09 am 
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darthweasel said it all

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