Vampire Counts - The Old World Faction Guide - Warhammer Fantasy
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- Опубліковано 25 лип 2024
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00:00 Intro
05:26 Vampires p1
12:49 Magic Items & Vampiric Powers
35:47 Vamps & Mounts
45:40 Necromancers
55:46 Strigoi
01:00:18 Wights and Banshees
01:05:41 Infantry
01:18:19 Flyers & Ethereal
01:25:40 Cavalry
01:39:30 Carts and Constructs - Ігри
For a blender lord just make him a wizard, lore familiar, illusion magic for doppelganger and give him the Biting Blade. Now he auto-hits 2D6 times at S5 AP-2 in combat, plus his 4 regular S5 AP-2 attacks. That'll delete most fighting ranks and win combat on its own.
I like that you pointed out that Zombies and Skeletons do fill different roles. I've seen a lot of people just putting them both in the "worthless chaff you run at your opponents" category. Zombies as you said don't win combat. They are dirt cheap and with a lvl 4 Necromancer behind them will hold a unit in combat forever. 35 of them held up a big block of Hammerers + decked out King - that's like 400 points in one unit - for a whole game and the Zombies cost me like a 100 points. Absolutely amazing value!
Skeletons on the other hand are our generic battleline equivalent. They can be chaff but as you mentioned their role is to slowly grind down the enemy. Give them spears, shamble right up to the enemy unit and adopt a wide formation. Then let the Skeletons be charged, lose like 6 Skeletons and strike back with 15 attacks, likely even winning that combat. Heck, you can even make them a credible threat by putting a Necromancer with Black Magic (Battle Lust) behind them. Now at 10 Skeletons wide they'll have 41 attacks (Frenzy) and re-roll their hits (Hatred). Obviously this is better on Grave Guard or other actual hammer units but it can still catch the opponent by surprise!
Note that, even with the frenzy spell, you only get to make 1 attack per model when not in base contact with the enemy (supporting attacks from spears for example)
Man unrelated to Old World but early 1st edition AoS. Just got a MawCrusher for iron jawz. Played against my buddies legion of nagash army and he had a huge block of 40 skeletons with spears. Charged in killed like 13-14, then proceed to get my ass kicked and poked to death in two combats. When I took the jump to old world recently I instantly bought Vampire count and 60 skeletons.
I deleted 40 zombies in 1 turn with 8 kurnous cavalry, I could do the same with a line of 10 khorn chaos warrior. Not all opponent are smart enough to throw average unit in zombies
Command abilities are used before conjuration...so you cant use invocation of nehek on a new unit of raised zombies on the same turn , but you can rise zombies and invocate more the next turn... Also the spell familiar is good for giving five spells to your level 4 necromancer, almost granting Spirit leech and spiritual vortex...if you cast both of them, one enemy unit gets -3 leadership, and a lote of enemy units a -1....add to the mix some banshee atacks or a beguille check
ehh noted on the order must have missed that on my reads through (helps me for the games aswell!)
@@BearfootMiniatures you are wellcome...I am having trouble getting the grips of the necromancers...I feel that using anything that it's not a level 4 is a waste of points
Yup tried the magic leadership debuff and banshee combo today. It made a massive unit flee with the terror by charging the banshee. 3 piece combo with a shake.
Love these series of videos - these faction breakdowns are THE most thoughtful videos on the web - not just reading out the entries but really talking about their use and strategy on the tabletop and interaction with other units/items. Just wonderful stuff. Keep 'em coming!
Also - did I miss it, or did you forget to talk about the Cairn Wraith? AT 50 pts they are a remarkably cheap source of Terror and ethereal could protect them nicely against the right opponents. But what do you think of them?
I love your analysis.
Thank you for sharing. I can't wait to finish buonding my undead and try them. I want a list eith msny different units since they all seem very good but i spend so much points in heroes. I need to find a balance
I've been taking crown of the damned on my wight king (krell) with ld 9, and a bsb to keep him company it's with a reroll. So fairly reliable
The Von Carstein ring is more than just an extra wound on a 2+
It stops you being killed by killing blow or a big multi wound hit
Very helpful vid!
I’ve only recently started dabbling into Old World and the VC are my go to as I always wanted an Undead army. The list below is from the Old World Builder, and it’s been built with your insights taken into account.
Just curious if you or anyone else reading think this list could do alright? Seems a bit low on bodies, but that’s probably just me thinking Undead armies should be at least 100 bodies.
===
Ricard’s Rapier [2000 pts]
Warhammer: The Old World, Vampire Counts
===
++ Characters [1000 pts] ++
Vampire Count [430 pts]
- Hand weapon
- No armour
- Level 2 Wizard
- General
- Abyssal Terror
- Blood Drinker
- Spell Familiar
- Dark Acolyte
- Illusion
Master Necromancer [210 pts]
- Hand weapon
- Level 4 Wizard
- On foot
- Skull Staff
- Necromancy
Necromantic Acolyte [95 pts]
- Hand weapon
- On foot
- Sceptre Of De Noirot
- Necromancy
Wight Lord [180 pts]
- Lance (when mounted)
- Heavy armour
- Shield
- Battle Standard Bearer [Banner Of The Barrows]
- Skeletal Steed VC
- The Accursed Armour
Wight Lord [85 pts]
- Hand weapon
- Heavy armour
- On foot
- Helm Of Commandment
- Charmed Shield
++ Core Units [500 pts] ++
5 Black Knights [203 pts]
- Lances
- Skeletal Hooves
- Heavy armour
- Shield
- Barding
- Hell Knight [Burning Blade]
- Standard bearer [Standard Of Hellish Vigour]
- Musician
10 Grave Guard [177 pts]
- Hand weapons
- Heavy armour
- Shield
- Drilled (0-1 per 1000pts)
- Implacable Defence (0-1 per 1000pts)
- Seneschal [Potion of Speed + Sword of Striking]
- Musician
40 Zombies [120 pts]
- Hand weapon
++ Rare Units [500 pts] ++
5 Blood Knights [266 pts]
- Hand weapons
- Lances & Shields
- Iron-Shod Hooves
- Full plate Armor & Barding
- Drilled
- Kastellan [Potion of Speed]
- Standard bearer
- Musician
5 Blood Knights [234 pts]
- Hand weapons
- Lances & Shields
- Iron-Shod Hooves
- Full plate Armor & Barding
- Kastellan
- Musician
---
Created with "Old World Builder"
[old-world-builder.com]
First of all, the List is not legal, as you can only take a single Unit of either Black Bnights OR Graveguard as core.
Second: drop the magic on the vampire and turn it into a blender. Lvl2 is worthless in the current meta and with how the magic system works.
Third: either drop the necromancer acolyte or cut him to naked lvl1 and spam 3-4 of them, to gain passive regen for your units, the Cepter of De Noirot is wasted here, you wont cast shit with them.
Take the Staff of Yett on your Lvl4 Master Necromancer General.
4th: Whights are good, but wont carry you the game. drop the non BSB wight.
Your list will hit relatively hard, but is VERY fragile, as you lack mass and stayingpower.
Invest more into reliable core (1-2 20+ model Blocks of skeleton warriors will give you staying power)
Not sure if you covered it specifically in this video and I just missed it but what is the blender lord setup?
Cant remember what I said in the vid but the suggestion above from @Onk3lM0 I think is great (though it misses out the getting back wounds, so change blade to taste) make him a wizard, lore familiar, illusion magic for doppelganger and give him the Biting Blade. Now he auto-hits 2D6 times at S5 AP-2 in combat, plus his 4 regular S5 AP-2 attacks
Hi. Vargheists can not adopt any other formation than skirmish, and that goes for the other normal flyers in this list as well, since they dont have any other formations in thier special rules.
Keep up the nice vids :)
Also note that the zombies from the Raise Dead spell have skirmish, and thus cannot disrupt the ranks of ennemies by making flank charges. Still a good spell to maximum annoyance.
euuugh good point! didnt twig as I was going through them (as Ive mainly played with Knights and blocks of skulls as the mainstay as my army is a 6th army so no vargheists at that point!)
Nice analysis. Please do the same for O&G. Unless there already is one and I just cannot find it ;P
theres not mate but educating myself on the list now!
@@BearfootMiniatures Cool I will wait. If you have questions on O&G I had reserched them as it is primary army for me so let me know. :)
It's funny that Khemri gets the impacable defense (Grave Guard) for free with all skeletons, just weird. Vamp Lords being LD8 is a crime.
Also the Varghulf for some reason has no trample. Compare him to the Tomb Scorpion (the scorpion is busted it has ALL the special rules while costing half of the Varghulf)
thats the "legacy Army" treatment.
I think you may have skipped Cairn Wraiths. For the tax on Spirit Hosts or Hexwraiths I don't know if saving 40 points on the Banshee for a Cairn Wraith instead is worth it, but it can mean squeezing in an extra Vampiric Power or magic item.
my experience is, that Cairn Wraith are absolutely worth their points vs monstrous infantry. the average ogre cant hit you back, you have a good chance of killing an ogre per turn.
3 cairn wraith are a road block for many multiwound units.
What will be the best way to kit out grave guard
IMO hand weapon shield tbh mate: 21 minimum in 7wide x 3 and full command and go for those cleaving blows, definately a look in for banner of the barrows depending where else you have it, Id then be adding another 3 to make 8 wide personally then any additional in the rear
Character from there to taste
@@BearfootMiniatures I was also thinking HW&S because you have initiative 3 which isn’t great but it’s better than going last from great weapons. Also having cleaving blow with hw&s with the 4+ might be better than strength 6 cleaving blow but then you get 1 less armour and strikes last with potentially losing models due do using great weapons. Thanks for replying!
@@BearfootMiniatures also, why 7 wide? I was thinking 5 or 6 as they’re heavy infantry and from ranks in 4’s right?
I just personally like the amount of 7 wide tbh, it seems to play out for me as a nice width for balancing attacks against the unit being so wide you just cant wheel to align (to make charges), I tend to run 28 most of the time (or 28-characters to start in the aesthetic square) so ive got 3 additional ranks to soak some casualties and still have the ranks for res
Ive been running chaff that I dont plan on doing anything but moving forward and being an anvil to take charges up to 10 wide (Skeletons for Vamps, Men at arms for Brett etc) and just staining with 2 ranks of spears so even when a Star unit kills 10 of my dudes the 10 behind still get a reasonable number of attacks!
An Undead BSB would allow you to reroll the Leadership test for Stupidity.
Good shout! The ld8 though im still cautious about
@@BearfootMiniatures I will have the Crown on my Vampire Count on Coven Throne. Once in melee, Stupidity does not trigger at all. I will have my BSB next to it for rerolls on the 2 first turns (72% chance to make it with 2D6, bumps to 92% chance with the reroll). Worst case scenario if I fail on the first turn, I still move forward 6". :)
Saves 4+, 4++, 5+++ on a T5 W8 model are very good (my Countess will be a level 3 Illusion magic caster with Lore familiar for Doppelganger, too).
Note that the BSB also allows to reroll your Invocation of Nehek rolls.
Hand of Dust is Necro only unfortunately
Ooh noted!
If you don't take any wizards as heroes, you can make a corpse cart your warlord lol
shields dont stack with dragon scales
you always take the better save of either the rider or the mount
no full plate for vampire counts and thralls is laughable...
i guess they missed plate armor and acursed weapons on vampires.
Seems extra weird, they used to not be able to get it, but then they gave it to blood knights but not their lords
@@MrSmitejr they never could take full plate armor. Vampires were always capped ad heavy armor, Blood Knights were also heavy armor + mounted + barding + shield.
@@zhufortheimpaler4041 Yes, I'm just saying it's currently odd that Blood Knights can take full plate, but Vampires cant when before neither got it.
@@MrSmitejr yes but at the same time... for the price of Blood Knights and without the +1 bonus from mounted and Banner of the Bloodkeep, you need better armor, or you will loose them quite quickly.
Also they got 1 less attack per model now, wich is also hurting them a bit.
Oh I agree, I just think that Vampires should be able to get it too now for similar reasons, especially with armor coming at the cost of spellcasting
You didn't mention that the Accursed Armour is, by technicality, an illegal item. As as stated in the core rule book "Only a model that is equipped with (or that has the option to be equipped with) armour, a shield, or barding, may purchase a magical equivalent". There is no character in the Vampire character roster that has access to generic full plate, so this is an illegal item to take. The only model that can legally take this is a Blood Dragon champion, and I don't think I'd ever desire to do so.
Not true.
The rule just says that if the character can take a magical item if they have any option for that slot.
A hero who only has light armor can take a heavy armor magic item.
I dont understand mortis engine....necromancer lore has a lote of hex and enchantments...you need to have the target on your visión arc...so you want your necromancer to be behind your main line, so he has most of the possible targets on his visión arc. If your necromancer is riding the mortis engine, he is going to be in the front line. Also, putting your main necromancer on a Big target with justo 5 wounds dont seem like a good idea
Ye, it's sort of the opposite that the necro wants to be doing I agree, and for the price of multiple level 2s its just not worth it really
mortis engine on itself is a very good idea, two of them is a even better idea
the buffs stack
Large target on Mortis engine allows you to cast your spells over your other units. It also provides you a 4+ armor save and a 8 wounds necromancer at T5. And since it's a chariot, you have 360° arc to cast your spells.
If I had a Mortis engine, I would keep it behind my units (you don't want your necromancer in melee anyway since you cannot dispel or cast most spells).
@@stoephil thanks! I missed the 360° part
@@SteelStorm33 if i am not mistaken, you can take the mortis engine only as mount for a necromancer, not any longer as single unit.
Vampires are crazy weak in this version. :/
I dunno man: having a big scary unit of say Blood or Black knights and multiple users with Invocation can mean going from 1-full unit fairly easily (had it done this weekend) and It was really effective!
@@BearfootMiniatures Well compared how they were before, Vampire Lords etc.
Lol fake news
Vampires are weaker compared to what they were on WHFB, yes. However, everyone is "weaker" than what they used to be. The normal Lord nowadays only has 4 attacks. In that sense, since everyone is weak, no one is.
I do think however, that the Vampiric Powers are laughable. They are neither flavourful nor do they open up different builds. They just... are.
@@Onk3lM0 Chaos Lords are pretty beefy now though. A Vampire should be at the same leve IMO.