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New to WHFB & VC Help needed
Topic Started: 4 Sep 2010, 05:06 PM (537 Views)
mattrs
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Sergeant
Hi All Im fairly new to WHFB and VC so i could do with your expert input on this list please guys cause im not going to go and buy stuff if its rubbish lol

Ruff idea is to have the offensive magic lord in the GG with Weight King BSB

The other lord (my general) sneaks off somewhere out of harms way and just looks after the ghouls,thats all he is there for - sucks that he has to be a lord be if he isnt then my offensive magic caster has to be and he will prob blow him self up and then the army crumbles

The Hero vamp goes in one of the ghoul units

Corpse cart is there to try and give ASF to the units and nothing more really

2 Wraith units will be running togeather screaming the pants off anything that comes near plus 2 units togeather in CC isnt bad with 12 str 5 attacks. Wraiths will aslo be great for things like giants, Skaven hell pit things, steam thanks etc

GG have a +4 ward from magic and war machines etc so should keep them alive + theres 25 of the buggers to kill

Vampire Lord
Forbidden Lore (Death)
Dark Acolyte
Dread Knight

Vampire Lord
Armour of Fortune
Master of the Black Arts
Summon Ghouls

Vamp Hero
Dread knight
Walking Death
Book Of Arkhan
Scroll of Shielding

Wight King
Steed with Barbing
BSB
Banner of the Blood Keep

37 Ghouls
Ghast

36 Ghouls
Chast

Corpse Cart

Grave Guard x 25
Full Command
Bannerof the barrows

Cairn Wraith x 2
Banshee

Cairn Wraith x 2
Banshee

Coouldnt fit in the helm of commandment i would have to drop the book from the hero vamp but not sure which is better.

Also could drop the 2nd sqaud of wraiths & corpse cart, knock the GG down to 20 and get a unit of 10 black knights with FC and a banner

Let me know what you think plesae
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Brambleten
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The Red Hood
It looks a strong list, but what i would have advised under 7th probably wont work for 8th, but i havent had time to read the minibook yet.

Against armies like dwarves and chaos, drop the banshees and add in another cairn wraith to one unit as it will be more effective than the banshees who will struggle against high leadership.
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Tychonaut
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Second Lieutenant
Black Coach. - These come highly reccomended. it might be a minor hinderance to your magic phase, but it will also rip a hole in your opponents casting too.. Whats not to like about a flying ethreal 'chariot' with killing blow?
Combine this with a pair of Corpse Carts with Balefire to really put a dent in your opponents casting.


Grave Guard - 24 of these with a Wight lord BSB with Banner of the Barrows is what you -really- want.
Formed up as 5 ranks of 5, reforming to 2 of 12 if your about to be charged by a horde unit. Extra choppy.


Ghouls over Zombies? interesting choice.. 2 Hordes of 100 Zombies + the Carts for ASF + vamp with crown for huge WS = real pain (dont forget their 10D6 ripping attacks on units that flee)


You've got the right idea about using the Death Domain for offensive casting, as it generates extra power dice.
(using these for 'free' castings of summoning spell)


Hope this helps for now, will have another look when i don't have to wake up for work in 5 hours..
Edited by Tychonaut, 6 Sep 2010, 03:58 AM.
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Novogord
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Captain
I would drop one of the smaller units of ghouls. And go for a big unit of zombies or skeletons, a horde unit.

Why? I played with a 7ed list and it didn't work out. You need a few big units, instead of many small...
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Davian thule
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Colour Sergeant
as has been said have large horde, personall i go for the lore of light due to the ws/initiative spell thing, i believe you need 1 more core unit to make up your minimum of 3, other than that a black coach is 100 percent epic, and get a varghulf to put on a flank
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Brambleten
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The Red Hood
Davian thule
6 Sep 2010, 01:07 PM
as has been said have large horde, personall i go for the lore of light due to the ws/initiative spell thing, i believe you need 1 more core unit to make up your minimum of 3, other than that a black coach is 100 percent epic, and get a varghulf to put on a flank
I thought it was "you must have a minimum of 3 units" not "you must have a minimum of 3 core units"? ^o)
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Davian thule
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Brambleten
6 Sep 2010, 02:06 PM
Davian thule
6 Sep 2010, 01:07 PM
as has been said have large horde, personall i go for the lore of light due to the ws/initiative spell thing, i believe you need 1 more core unit to make up your minimum of 3, other than that a black coach is 100 percent epic, and get a varghulf to put on a flank
I thought it was "you must have a minimum of 3 units" not "you must have a minimum of 3 core units"? ^o)
hmmm im not 100 percent sure but in the army book it does say that for example, the corpse cart does not count towards your minimumm 3 core units and i do know that vampire counts only have 3 core units that do and thats zombies skeletons and ghouls, so if anyone can clear this rule up im sureit will be appreciated
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Nightbringer
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Warrant Officer Second Class
You must have a minimum of three non character units in your army
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Tychonaut
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Davian is referring to the 7th Ed army composition rules that are in army books, as they haven't been reprinted yet.
you can ignore that section of your army book and replace it with whats in the 8th Ed rulebook.
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Davian thule
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Colour Sergeant
Ah right thanks for clearing that one up guys
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Tychonaut
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Tychonaut
6 Sep 2010, 03:57 AM
Black Coach. - These come highly reccomended. it might be a minor hinderance to your magic phase, but it will also rip a hole in your opponents casting too.. Whats not to like about a flying ethreal 'chariot' with killing blow?
Combine this with a pair of Corpse Carts with Balefire to really put a dent in your opponents casting.


Adding to this one..


If you can keep your opponent from casting any spells for 1-2 turns you might get him frustrated enough to throw more dice into his casting rolls.
Wait for one big spell, smile as you let it through, and unroll the Feedback Scroll on him. Never fails to make your opponent panic Big time.
(and will probablly stop him casting for the rest of the game)
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mattrs
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Novogord
6 Sep 2010, 05:17 AM
I would drop one of the smaller units of ghouls. And go for a big unit of zombies or skeletons, a horde unit.

Why? I played with a 7ed list and it didn't work out. You need a few big units, instead of many small...
I dont have any small units of ghouls ? each unit is already horde at 36+ strong so dont know what you mean.

There are now % requirments when selecting your army. You can only spend upto 25% on Lords another 25% on Heros must be over 25% on Core upto 50% on Special and upto 25% on rare. They are pretty much the only restrictions now meaning you could of he was cheap enough have a lord in a 1000pts battle.

Skeletons & Zombies are rubbish now in 8th edition.

Remember that is CC sometimes 3 times as much stuff gets to hit you, we will go 2nd even if we charge as you cant rely on the Cart getting off its ASF spell each time. An avarge unit thats not a horde can pump about 30 attacks into our poor zombies and with the awrful Cobat Res we will be losing by you can kiss good buy to 1/2 your zombies in one turn and thats not taking in to account facing a horde

A Horde unit of Sea Guard or Eternal Guard just for example can pump out 50+ attacks not including characters even if there charged do you really think the zombies will be there more than 2 turns lol. They go 1st get on average 25-30hits needing 2's to kill, they will drop around 20 zombies we will be lucky to kill more than 5 meaning we will lose about another 20 zombies and if its his turn next then there toast.

Matt

Edited by mattrs, 9 Sep 2010, 07:33 AM.
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Novogord
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Captain
I thought that a horde unit was over 40 and always 10 wide?
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Brambleten
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The Red Hood
Hordes just have to be 10 models wide, it doesnt matter how deep they are.
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Tychonaut
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Second Lieutenant
got a list for 1000 that should work, and -will- give your opponent a headache.

Hero:

Vampire
Hellsteed, The Crown, Forbidden Lore 'lore of death' (a few points left here to tinker with, up to 200 max)

Core:

100 Zombies - 400

Corpse Cart - 100
Balefire

Corpse Cart - 100
Balefire

Rare:

Black Coach - 200



As you can see, this one is brutally simple.

Aim to control the magic phase and quickly find yourself with a nigh unstoppable engine of death.
2 attempts per turn to get ASF, and enough power thievery to make most mages feel the pinch.

The block of Zombies is big enough to hide everything behind it, untill the coach is powered up to deathly proportions.
If you can break the enemy with that block of zombies, you'll be inflicting 10D6 of clawing attacks to the survivors.

Your Vampire is there to fill in the blanks, kill enemy characters or war machines, and pass his WS to the other units.
Edited by Tychonaut, 13 Sep 2010, 11:01 PM.
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