Post by Jack Shrapnel on Aug 9, 2022 11:56:04 GMT -5
Alright, so my vamps have not been doing well... especially with the new bounty hunters battalion and my reliance on battleline units as the massive bulk of my forces.
So here's a test of a different approach... still using the models I have access to (just the new skellies will be grave guard - and given I hate the grave guard models this would likely be a permanent use of these models if it works!)
plan is to play the zombies defensive (sitting on an objective back/midfield counting as 60 models!). The dire wolves as Belladamma protectors. Blood knights and Vargheists with the Vengorian lord pushing the flanks. Grave guard walking up the middle with character support.
So more hero-hammer, elite damage with lots of spells.
1990 Points
10 drops
Vyrkos Dynasty (reroll casting rolls)
Grand Strategy: Lust for Domination (control more gravesites than opponent at end of game)
Triumph: Inspired (once per battle add 1 to wound rolls for a unit)
Core Battalion: Bounty Hunters (extra damage vs. battleline)
10 blood knights
20 grave guard - wight blade and crypt shield
3 Vargheists
Core Battalion: Expert Conquerors (count as 3 models for controlling objectives)
20 zombies
20 zombies
10 dire wolves
Core Battalion: Command Entourage (gives an extra artefact and once per game extra CP)
Vampire Lord: Warlord, driven by deathstench (Reroll charges within 9"), Vial of manticore venom (+1 to wound rolls), soulpike (casting value 6 one enemy in 18" if it charges, roll dice equal to charge roll, 4+ suffers 1 mortal wound)
Belladamma Volga: Amaranthine orb (casting value 6 draw a line 9" - non-death suffers D3 mortals on a 2+ if it passes over)
Lady Annika
Vengorian Lord: Sangsyron (+D3 attacks when charge), Amethystine Pinions (cast on 5 - adds 6" to move characteristic)
Endless Spell: Ravenak's Gnashing Jaws
3D6" move (rerollable turn it is summoned): pick a unit it moved across or ends within 1" of. On a 2+ if move is greater than movement characteristic of unit, suffer mortal wounds equal to the difference. (potentially 6 mortals on an average roll first turn due to the reroll)
So here's a test of a different approach... still using the models I have access to (just the new skellies will be grave guard - and given I hate the grave guard models this would likely be a permanent use of these models if it works!)
plan is to play the zombies defensive (sitting on an objective back/midfield counting as 60 models!). The dire wolves as Belladamma protectors. Blood knights and Vargheists with the Vengorian lord pushing the flanks. Grave guard walking up the middle with character support.
So more hero-hammer, elite damage with lots of spells.
1990 Points
10 drops
Vyrkos Dynasty (reroll casting rolls)
Grand Strategy: Lust for Domination (control more gravesites than opponent at end of game)
Triumph: Inspired (once per battle add 1 to wound rolls for a unit)
Core Battalion: Bounty Hunters (extra damage vs. battleline)
10 blood knights
20 grave guard - wight blade and crypt shield
3 Vargheists
Core Battalion: Expert Conquerors (count as 3 models for controlling objectives)
20 zombies
20 zombies
10 dire wolves
Core Battalion: Command Entourage (gives an extra artefact and once per game extra CP)
Vampire Lord: Warlord, driven by deathstench (Reroll charges within 9"), Vial of manticore venom (+1 to wound rolls), soulpike (casting value 6 one enemy in 18" if it charges, roll dice equal to charge roll, 4+ suffers 1 mortal wound)
Belladamma Volga: Amaranthine orb (casting value 6 draw a line 9" - non-death suffers D3 mortals on a 2+ if it passes over)
Lady Annika
Vengorian Lord: Sangsyron (+D3 attacks when charge), Amethystine Pinions (cast on 5 - adds 6" to move characteristic)
Endless Spell: Ravenak's Gnashing Jaws
3D6" move (rerollable turn it is summoned): pick a unit it moved across or ends within 1" of. On a 2+ if move is greater than movement characteristic of unit, suffer mortal wounds equal to the difference. (potentially 6 mortals on an average roll first turn due to the reroll)