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> Vampires discussion and debate, some rules questions, some questions of strategy
anarchy.inc
post Jan 31 2012, 08:58 AM
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The fact that screamers of tzeentch do what hexwraiths do better is a pretty good sign that they wont be that amazing. However, I think a unit or two to go with a knight bus will be pretty great, but they probably won't work so well with an infantry unit.


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Paulus
post Jan 31 2012, 09:36 AM
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Since they're fast cav, cant you just move into a unit, turn around and come back out? You'll only have to use like 4-5" of your move to do this?

This post has been edited by Paulus: Jan 31 2012, 09:36 AM


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Vreith
post Jan 31 2012, 10:13 AM
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QUOTE(Paulus @ Jan 31 2012, 10:36 AM) *

Since they're fast cav, cant you just move into a unit, turn around and come back out? You'll only have to use like 4-5" of your move to do this?



That's an angle i did not think of, still alot of points that will be a no1 target for your enemy, they are best at killing enemy re-directors etc no?

Don't get me wrong, you can make a vanguard, and so long as you leave 1 model near your generals range go for a 16" move and get yourself 28" across, but won't benefit all situations IMO, and would inhibit your setup let alone letting them get charged by somtihng and only reaction is "hold"

This post has been edited by Vreith: Jan 31 2012, 10:14 AM


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Paulus
post Jan 31 2012, 10:29 AM
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In my last game, i only used 1 unit of 5, but it took out a cauldron of blood, 8 wounds off spearelves and killed 20 crossbows. If you have enough threats, they have to make the hard choice in taking on your bigger units or focusing all their magic attacks on the hexwraiths. So i'm throwing in 2 units for my next game. smile.gif


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Frullet
post Jan 31 2012, 02:22 PM
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I'm trialing them for the first time on Sat. 2 units of 5 with 10 black knight to back them up Lord inside of course...


Based on your input this should work...


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Durkah
post Jan 31 2012, 04:01 PM
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Also.... Remember.

Vanguard march move, then March move your general into range of them, then use there ability. Its not like you have to do as the first thing of the movement.


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Akenatum
post Jan 31 2012, 04:52 PM
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QUOTE(Durkah @ Jan 31 2012, 05:01 PM) *

Vanguard march move, then March move your general into range of them, then use there ability. Its not like you have to do as the first thing of the movement.



General needs to be in range of 12" at the start of the movement phase to be abkle to allow them to march not after he moves, so you can vanguard but then need to make sure that after the vanguard move you are still within the 12" of the general.


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Vreith
post Feb 1 2012, 08:12 AM
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QUOTE(Akenatum @ Jan 31 2012, 05:52 PM) *

General needs to be in range of 12" at the start of the movement phase to be abkle to allow them to march not after he moves, so you can vanguard but then need to make sure that after the vanguard move you are still within the 12" of the general.



Incorrect
This is another thing they have changed
"In addition, units with the Undead special rule cannot make march moves unless they are within 12" of the army General"

so you can move your general into position, as the march is done in the sub phase, and you may move your units in your turn in any order you please.


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post Feb 1 2012, 10:04 AM
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QUOTE(Vreith @ Feb 1 2012, 09:12 AM) *

Incorrect
This is another thing they have changed
"In addition, units with the Undead special rule cannot make march moves unless they are within 12" of the army General"

so you can move your general into position, as the march is done in the sub phase, and you may move your units in your turn in any order you please.


boom


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Akenatum
post Feb 1 2012, 10:09 AM
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hmmm doesn't specify that in the army book your right sure they will faq it too have to be checked at the start of the movement phase (kind of like determining attacks at the start of each initiative step- have to determine at start of the movement phase who can march) I'll conceide that's not specified atm though.


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anarchy.inc
post Feb 1 2012, 10:13 AM
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QUOTE(Vreith @ Feb 1 2012, 09:12 AM) *

Incorrect
This is another thing they have changed
"In addition, units with the Undead special rule cannot make march moves unless they are within 12" of the army General"

so you can move your general into position, as the march is done in the sub phase, and you may move your units in your turn in any order you please.


This is amazing I think this could make a huge difference with how much chaff you can get into the army.


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arthurdent
post Feb 1 2012, 05:59 PM
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Oh nice, so the 12" bubble just got a bit bigger as long as you move in the right order.


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Durkah
post Feb 1 2012, 07:31 PM
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QUOTE(arthurdent @ Feb 1 2012, 06:59 PM) *

Oh nice, so the 12" bubble just got a bit bigger as long as you move in the right order.


Yeah. As long as you move in the right order. So its pretty damn good now IMO. Which IMO its the way it should be.


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whitetailscramblers
post Feb 12 2012, 04:36 PM
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I have just got my new vc book and I'm quiet disappointed with how much they have nurft the vamp powers/items. There is like only a hand full of it's which are no whete near as powerful imo. Yes there are some cool new models but that is expected since vc have not had anything new in ages! Just seems that they have made them harder to play by killing thr one thing that made them fun to play the majic! why can't I raise ghouls any more?


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possum
post Feb 12 2012, 06:05 PM
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QUOTE(whitetailscramblers @ Feb 12 2012, 05:36 PM) *

why can't I raise ghouls any more?


You can. They're Undead just like everything else in the book and can be targeted by Invocation Of Nehek just like Skeletons or Zombies.
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whitetailscramblers
post Feb 12 2012, 06:59 PM
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Thanks I missed that part,


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Paulus
post Feb 12 2012, 07:08 PM
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But you cant increase their numbers is all.


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whitetailscramblers
post Feb 12 2012, 08:42 PM
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I can't find whete it says you can't increase the size of the units. It just say that the tiny gains d6+lvl of wizard. But nothing about not going over the starting value. Because what limit would it be when you raise the dead, then increase the unit size?


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Akenatum
post Feb 12 2012, 08:58 PM
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QUOTE(whitetailscramblers @ Feb 12 2012, 09:42 PM) *

I can't find whete it says you can't increase the size of the units. It just say that the tiny gains d6+lvl of wizard. But nothing about not going over the starting value. Because what limit would it be when you raise the dead, then increase the unit size?



The reserecting fallen warriors rule states units can not be taking above their starting size, exceptions zombies they have a special rule, and skelies from the one necro in your army you give the rule master of the dead, as those have rules to allow you to raise beyond starting model count.


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whitetailscramblers
post Feb 12 2012, 09:11 PM
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Ok so i raise a unit of zombies what is the limit of me adding to it if it didn't have a starting value?


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