- Sexiest_hero wrote:
- Vampire Lord (1#, 405 Pts)
1 Vampire Lord @ 405 Pts
General; Vampire; Hand Weapon; Undead
1 Blood Drinker @ [40] Pts
1 The Cadaverous Cuirass @ [15] Pts
1 The Gem of Blood @ [25] Pts
1 The Cursed Book @ [20] Pts
1 Aura of Dark Majesty @ [50] Pts
1 Dread Knight @ [25] Pts
Barding
1 Nightmare @ [0] Pts
1 Supernatural Horror @ [25] Pts
Blood Knights (6#, 365 Pts)
5 Blood Knights @ 365 Pts
Hand Weapon; Lance; Heavy Armour; Shield; Frenzy; Undead
1 Kastellan @ [90] Pts
Hand Weapon; Lance; Shield; Frenzy
1 Sword of Battle @ [15] Pts
6 Nightmare @ [0] Pts
If I was going to double down on this mega unit I'd be using the Blood Drinker blade too.
Have you considered trying to get a standard bearer in there with the super shooty ward save or the screaming banner? At the very least you want more combat res and even a magicless banner does that.
- Sexiest_hero wrote:
- Lord of the Barrows (1#, 145 Pts)
1 Wight King @ 145 Pts
Barding; Hand Weapon; Shield; Undead
1 Skeletal Steed @ [0] Pts
1 Sword of Kings @ [25] Pts
1 The Accursed Armor @ [25] Pts
Black Knights (9#, 329 Pts)
8 Black Knights @ 329 Pts
Standard Bearer Std; Barding; Hand Weapon; Lance; Heavy Armour; Shield; Undead
1 Hell Knight @ [44] Pts
Barding; Hand Weapon; Lance; Heavy Armour; Shield
1 The Banner of the Barrows @ [45] Pts
9 Skeletal Steed @ [0] Pts
Haven't been using Black Knights with the current book. Not saying they are bad. In the past with that banner they made for some nice hammer action. And generally they held there own in a protracted fight.
Your army has three Hammer Units. The General's, this one, and the wraiths. A little conerned at the lack of anvils (units with lots of ranks). If you had to pick one of the three to steal points from this one would be a contender.
My Black Knights have almost universally lost their completed back rank early on in games. So those in the back rank are probably going to act as replacements and nothing else.
- Sexiest_hero wrote:
- Vampire (1#, 203 Pts)
1 Vampire @ 203 Pts
Vampire; Hand Weapon; Undead
1 Nightmare @ [0] Pts
1 Tomb Blade @ [25] Pts
1 The Flayed Hauberk @ [25] Pts
1 Dark Acolyte @ [30] Pts
1 Lord of the Dead @ [15] Pts
Skeleton Warriors (10#, 98 Pts)
9 Skeleton Warriors @ 98 Pts
Hand Weapon; Spear; Light Armour; Shield; Undead
1 Skeleton Champion @ [17] Pts
Hand Weapon; Spear; Light Armour; Shield
Either this unit will get into combat with some punks and grow into an anvil or they will be hit hard by cav or some large monster rider and chopped up in close combat.
It's a hard call with the 2+ armor save verse the small force size and a lack of banner.
The unit at starting strenght may anvil nicely for a counter charge. Although that two wound vampire might die in a challenge if hit by a dragon, 5+ isn't a save anymore rather a prayer. In that case the unit holds at one to three more rounds of cc, and that's only if they enemy rolls crappy.
I guess what get's at me is that this unit is the only possible anvil. The other two minimized units are one turn (two close combat) delays. Even if a hammer unit then hits the enemy the force is relying on killing only and not taking combat resolution into account.
Three very important things for combat res include ranks, numbers, and standards.
- Sexiest_hero wrote:
- Vampire (1#, 175 Pts)
1 Vampire (Battle Standard Bearer) @ 175 Pts
Vampire; Hand Weapon; Battle Standard Bearer; Undead
1 Spectral Form @ [50] Pts
Cairn Wraith (3#, 175 Pts)
2 Cairn Wraiths @ 175 Pts
Great Weapon; Causes Terror; Ethereal; Skirmishers; Undead
1 Tomb Banshee @ [75] Pts
Causes Terror; Ethereal; Undead
Okay I see that Battle Standard. Excellent for Combat Res. With the newest rules that ABS can be stacked with a regular unit standard bearer, talk about juicy.
Unless you know you will be fighting low Ld troops consider dropping the banshee. I used to use one at an old store and exactly once did she do her job on a pegases mounted hero. Granted it was spectacular but otherwise the model was always worthless. Basic Cairn Wraiths costs less and have more opertunity to dish damage.
Personally liking the wraiths now. They are the 12 inch 360 charging hard hitting skirmishers that can go after those pesky march blocking flyers. Just be careful of magical range attacks since these guys are hard to heal and die to magical spitwads.
- Sexiest_hero wrote:
- Skeleton Warriors (10#, 80 Pts)
10 Skeleton Warriors @ 80 Pts
Hand Weapon; Light Armour; Shield; Undead
Skeleton Warriors (10#, 80 Pts)
10 Skeleton Warriors @ 80 Pts
Hand Weapon; Light Armour; Shield; Undead
Shamefully enough I never considered dropping the "full command" idea. Normally I am trying to grow these units up and for the all consuming sake of combat res I always set up ten skellies with FC. But maybe they could be used a speed bumps. Let them die fast, give no banner, hope to get at least one turn to do a counter charge while the enemy is still stuck.
- Sexiest_hero wrote:
- Spirit Host (3#, 195 Pts)
3 Spirit Host @ 195 Pts
Ethereal; Undead
Major kudos on the coolness factor.
This unit has some anvil. With a 12 inch charge they can also tag a unit for a hammer. Their biggest strenght is the lack of enemy that can hurt them. The biggest weakness is combat res will likely eat their lunch.
Although they would be a good unit to cut from to get my Cairn Wraiths or unit commands. Maybe even think about some fell bats. Dropping one stand will buy you three bats and 5 points to throw somewhere else.
- Sexiest_hero wrote:
- I think the major weakness is the fact I cant do anything to war machines, and it's light in the anti magic department.
Yeah those stupid war machines have been a thorn for many of the VC books. Magical dwarf ones are particular bad.
In the past I used to tag them with dire wolves or fell bats. Sometimes it just delays the shooting and sometimes they are overrun.