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Chaplain_Fortis
Heinreich Kemmler 350

Necromancer - Dispell Scroll - 90

Wight King - Fencer's Blades, Dragon Helm, Battle Standard - 160

Banshee - 95

Banshee - 95

20 Zombies SM - 70

20 Zombies SM - 70

5 Dire Wolves - 40

5 Dire Wolves - 40

20 Ghouls - 200

34 Skeletons FC - Flaming Banner - 210

Corpse Cart - Lodestone - 120

Corpse Cart - Lodestone - 120

6 Crypt Horrors - 228

1 Spirit Host - 45

2 Fell Bats - 32

2 Fell Bats - 32

30 Grave Guard FC - Banner of the Barrows - 440

Mortis Engine - 220


Not sure if I'm doing it right. I'd like to jam in a terrorgeist, but I don't think it fits with the build as well as the Mortis Engine. I assume it's within range of victorian comp? Is there anything I should fiddle around with? Anything that can make it a bit better?
Vreith
Not sure what your trying to achieve with only 20 ghouls? 30+ is usually a requirement for them, also, im sure the bsb can be a choice for you, but other than for blood and glory scenario, there's little to no use for them in undead (unless they carry a magic banner)

just my thoughts, honestly ide take krell if you want a Wight king for combat stuff, plus good fluff with kemmler, hes not OP but he does hurt stuff and is T5 W4, hard to kill and can be healed every magic phase when kemmler casts spells for lore attribute
Three Headed Monkey
QUOTE(Vreith @ Apr 2 2012, 09:16 AM) *

Not sure what your trying to achieve with only 20 ghouls? 30+ is usually a requirement for them, also, im sure the bsb can be a choice for you, but other than for blood and glory scenario, there's little to no use for them in undead (unless they carry a magic banner)

I think the ghouls are there specifically to hold the watchtower if that scenario is rolled.
Three Headed Monkey
Also, I like the list. I has the requisite horde of infantry, redirectors, support units and warmachine hunters. I like it.

The banshees should serve you well.
Chaplain_Fortis
Yeah, Ghouls are for watchtower. They weren't great though in the diagonals setup game vs dwarves. I'll give them a few more runs and see if it evens out.

Krell is so expensive and not as good a character hunter as the guy I have in there now. The banner is nice for reforms and other ld tests, and losing one less res wound on the grave guard and crypt horrors is relevant. It's a cheap upgrade.
Blade_of_Apollo
QUOTE(Three Headed Monkey @ Apr 2 2012, 03:40 PM) *

The banshees should serve you well.


Every time I see them all I think is "this could be a unit of ethereal calvary".
Emperor Fooble
The issue I see with BSB upgrades in undead armies is the '125pts' worth of bonus points to your opponent if/when he kills the dude.
Chaplain_Fortis
Oh yeah... forgot they do that.

Mind you, if that guy is dying i've probably lost.

@Aaron: I do need to test those ethereal cavalry guys. It seems like they are noob-catchers but sort of suck against people who know what they're doing.
Durkah
QUOTE(Chaplain_Fortis @ Apr 3 2012, 09:44 PM) *

Oh yeah... forgot they do that.

Mind you, if that guy is dying i've probably lost.

@Aaron: I do need to test those ethereal cavalry guys. It seems like they are noob-catchers but sort of suck against people who know what they're doing.


To me they seem good on paper, but really are not great. They have no armour, They still can die to combat res, they have a single attack and they are 30 points each. For 6 points less, you get black knights with barding. That and they need to be within 12" of your general to march.

Another thing, I really don't think you need two corpse carts, both with unholy loadstone. I would take a single Balefire. Repitition is good, but they are move 4. Not the fastest things in the world. And you can only move one a turn with Kemmlier.

If your trying to make your BSB harder to kill, I would drop the magic weapon and take a dawnstone instead. That way your getting your armour save of 3+ with a reroll, and then a 6+ ward save from HW&S. Or give him the seed of rebirth for the mortis engine to buff to a 5+ regen. And if your hit with fire you get a 2+ ward from the helm anyway.

I feel the zombies are a little small unit size... 30 would be good.
Chaplain_Fortis
QUOTE

To me they seem good on paper, but really are not great. They have no armour, They still can die to combat res, they have a single attack and they are 30 points each. For 6 points less, you get black knights with barding. That and they need to be within 12" of your general to march.

I have a feeling black knights will be pretty terrible in this sort of build.

QUOTE

Another thing, I really don't think you need two corpse carts, both with unholy loadstone. I would take a single Balefire. Repitition is good, but they are move 4. Not the fastest things in the world. And you can only move one a turn with Kemmlier.

In this build loadstone is essential turns 1 and 2. The more I can avoid getting them all cannoned turn 1 the better.

QUOTE
If your trying to make your BSB harder to kill, I would drop the magic weapon and take a dawnstone instead. That way your getting your armour save of 3+ with a reroll, and then a 6+ ward save from HW&S. Or give him the seed of rebirth for the mortis engine to buff to a 5+ regen. And if your hit with fire you get a 2+ ward from the helm anyway.

Don't care about him dying that much (he's a wight, he doesn't do much dying), he's there to punch characters in the head so that Kemmler doesn't have to bite it. He does that in this build. The BSB is mostly an afterthought with spare points, seemed ok.

QUOTE

I feel the zombies are a little small unit size... 30 would be good.

In this build 30 doesn't do anything that 20 didn't already do. Remember that I'm either casting Invocation turn 1 and 2, hopefully with lodestone or I'm probably losing the game. So I'll be at 45ish for each unit end of turn 2.
Durkah
Well, I never said take them in this. I just said hexwraiths are not really that good, because I personally think black knights are better.

Well, if your wanting to buff your army up, I suggest taking another necro. You will only have 2 casters casting it. And if they have a dispell scroll or 2. Then its going to mess you up a bit. Or if you have a bad roll on winds of magic etc. Kinda throwing all your eggs in one basket. With the extra points (if you drop a banshee) you can get a 2nd necro and take almost get another spirit host in. Or take some arcane items / bound spells. etc.

He does pack a bit more punch against characters. I suppose you could give him the +1 hit sword thats cheaper. But then WS10 is good defensively too. Problem is most characters are still hitting you on 4's.
Blade_of_Apollo
QUOTE(Chaplain_Fortis @ Apr 3 2012, 09:44 PM) *

Oh yeah... forgot they do that.

Mind you, if that guy is dying i've probably lost.

@Aaron: I do need to test those ethereal cavalry guys. It seems like they are noob-catchers but sort of suck against people who know what they're doing.


Fast cav, can walk through units. The only way they die is to magic missiles unless you derp it up and allow them to be charged. S6, no armour saves. KB as well?

They attract so much attention early game that the rest of your army will go unmolested.
Vreith
QUOTE(Blade_of_Apollo @ Apr 4 2012, 12:59 AM) *

Fast cav, can walk through units. The only way they die is to magic missiles unless you derp it up and allow them to be charged. S6, no armour saves. KB as well?

They attract so much attention early game that the rest of your army will go unmolested.



Hexwraiths are good against mournfang cav, on two occasions now they have helped stop 1-2 units majority of a game, mournfang are a pain in the ass to anyone, ruling them out gives you a better at chance at beating the ogre impact rush.

they have many uses sure they are expensive but people will direct magic and maneuver to counter for them giving you advantages here and there, it's a play style choice with hexwraiths for me. in a strigoi list tho, they don't make the cut
Chaplain_Fortis
QUOTE

Fast cav, can walk through units. The only way they die is to magic missiles unless you derp it up and allow them to be charged. S6, no armour saves. KB as well?

They attract so much attention early game that the rest of your army will go unmolested.

S5, no armour saves, flaming, no KB.

The walk through units thing looks better on paper than in game. They are move 8 and will probably only get to march in turn 1, so their move through units move will be at M8, and they have to get all the way through, leaving a 1" gap at the end... seems rough against someone who can rub their brain cells together to make a fire. They seem decent as ethereal speedbumps though as they might actually live for a round of combat.
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