Special Units for the New Vampire Counts
February 1, 2012 by beerogre
Video Sponsors: Heavy Gear - Wayland Games
Darrell and Andy raid the tombs that spawn the Special Units for the Vampire Counts Army.
February 1, 2012 by beerogre
Video Sponsors: Heavy Gear - Wayland Games
Darrell and Andy raid the tombs that spawn the Special Units for the Vampire Counts Army.
Hey guys you got that rule wrong on Vigor Mortis, The Zombies wouldn’t go on initiative 1. It says it replaces Always Strikes Last with Always Strikes First so they would end up going first in most cases….(except against high elves and other Always strikes first units).
necromancer can’t expand grave guard because they are not a skeleton warrior unit.
Bat swarms arn’t infantry units so only get 1 + wizard lvl in wounds back
The corspecart thing has been stated above.
It seems that the way you say it that all necromancers can raise skellies beyound their Starting unit size which they can not, only one in your army can.
Other corpse car things are the -1 to enemy wizards casting is quite good as with a 24″ range it should reach them in turn 2/3, also chariots can not march.
Again you seem to have read the necro master of the dead wrong as it only allows you to increase skellie units not graveguard, they are different things.
Dear god never use bastswarms as a speed bump for that cost, they have hover so use they to charge into the flank of enemy with a unit of GG or something and you can go first or at the same time.
On etheral, it is very handy to have, unless someone has something which is magic , which isnt that often . But i would advise Hexwraiths over these for the damage they can do.
For the hexwraiths, why wouldnt you just charge with them if your opponent is hiding cannons etc in a corner? :S
Varghiests do have the drawback of being frenzy on leadership 7 so could end up doing things you dont want really easy but do do a fair bit of damage.
Yeah I’ve been thinking about using the bat swarm GG combo. People will probably ignore the bat swarms altogether…and if they don’t….no great loss.
oh i also forgot, on vargheists vs crypt horrors, id go with the horrors since they have really nice survivabilty and all the vampire spells etc buff offence abilty they wont be a slouch in combat, plus they are so cheap
Great vid guys…agreed with most of what you said.
Hexwraiths are situational. I can see them working well against small units of elite and well armoured infantry…Chaos Knights and other things that will eat up your Grave Guard before they even get to hit back. Truth is, Hexwraiths don’t seem too bad for harassing elites because they don’t need much support in order to do so. VC definitely needed something that would allow them to do this. Movement 8 is all you’ll need in order to get this done. 150 pts isn’t a huge expense for a unit that your opponent cant ignore…but they will die, so they need to be treated like a suicide unit. I don’t see them as being a “must have” for every list…but I could see them being useful for messing around with my enemy’s Monstrous Infantry or any small unit. I do see myself using them once I get a better handle on the strengths and weaknesses of the new book, but only in units of 5…and even then I’m undecided.
I’m not in love with the Vargheists right now, but again, I can see that changing once I get a few games in.
Oh yeah, Should also mention that “free infinite reform” makes these guys extremely good at harassing….wonder if it’s possible to reform them in a straight line…clip the side of a unit and still have all 5 guys hit.
I am absolutly loving Vargheist so much that I might actually get two boxes. Hexwraiths seem to be fun unit and they can be easily change into Black Knights becouse of how those are being put together even without magnets. Grave Guard is solid hard hitting infantry unit.
I agree with Nighthawk you dont use Bat Swarms as a speed bump.
You charge them into the flank of an enermy that is already in combat with one of your units in the front.
There Cloud of Horror rules says “An enemy unit in base contact with one or more bat swarms has the Always Strike Last rule”
so again ur skellys are going before the enemy on everything apart from an elf
Gotta agree with a lot of what has been posted with my thoughts on specials.
Corpse Carts I find are a good support choice to keep around your infantry as you can target then with vanhels and vigor and help all the units around them so if you have say a zombie unit to the left, the cart and then a skel unit to the right that’s boosts all around.
Grave Guard are as good as ever and haven’t changed much being the standard heavy infatry that wanders around and lops peoples heads off and black knights are a faster version so all good and I must say I love the new black knight models.
Crypt Horrors the more I think about them the more I love them as they about the same speed as most other ogre units as they are basically ghoul ogres but with poisoned attacks, regen and the undead rules as well and being T5 are quite durable and powerful for their cost.
Fell Bats I have mixed feelings on as while defintely artillery units thats all they can really do as even as flankers there not that useful due to how easy they go splat.
Bat Swarms now here are the flankers and work well with all the infantry units bar against those annoying high elves but at least they will stop the rerolls. Kind of wish they had fly instead of hover so they could help out my cavalry as well but they are still good.
Spirit Hosts now these are the speed bump. I find them fairly average and while they can do good got to be careful with them.
Hexwraiths now I read t9nv3 post in the forum before posting here so my thoughts on these now are their is some potential in these guys with the reforming but I think it needs to be tested and does vary on your opponents force as here I know a couple of people at my club they will screw over due to using not very magic heavy armies so the wraiths will have a merry old time with them and others being fried by a fireball almost immediately. Still ethereal cavalry always a fun thing to have around.
Vargheists flying str5 ogres woohoo. No armour and frenzy with ld 7 hmmmmm. Either way these guys are still pretty powerful and could cause a lot of pain to most things but do need to keep in mind that unless near your general or having the general or another lord vamp with fly in the unit that frenzy may happen occasionally when you don’t want it to.
I actually all special choices are good and like usual with fantasy armies will effectiveness comes with how you use them with the rest of your army.
Oh, vargheists… I tend to field a unit of 6 of them, and while they are great on the offensive, they are surprisingly vulnerable… no save, “only” T4, and can only restore 1 Wound per Invocation of Nehek… at their points costs, you really need to look out for them.
As for Corpse Carts, I find them essential with the big blocks of infantry I tend to use. All you need to do is to get them into the area of effect of an Invocation or a Danse Macabre, and their Vigor Mortis triggers… armour save + regeneraton means they can take some punishment before being destroyed. Only downside to them is that they are terribly, terribly slow, so unleyy sou hold position or find yourself in close combat with your infatry by mid-game, they might be out of range for their Vigor.
I really appreciate Vampire Week and is enjoying every video, even though its pretty clear they lack some fantasy knowledge. All in all, great week so far!
Very much up for using Hexwraiths against a terrified unit of very cheap troops. Spook them so badly they flee.
BoW Ben.
I dear allot of mistake’s in this clip. regenerate they still mention return wounds and its just a save know in the 8 ed.
and bat swarm will be one of the units that combo’s with every thing.
and its 27 pnt for black knights with barding and lance. not 21pnt +2 St on charge.
You sound very dismissive and dislike anything that doesnn’t have high strength attacks. Fell bats are a great tactitcal unit that gives you a cheap deployment dumb and a redirector. Bat swarms are fantastic in their use aswell as they give ASL to the enemy.
Imagine this: 1 unit grave guard (with GW), 1 corpse cart and 1 unit of bat swarms. The grave guard charge in the front of an enemy unit, the bat swarms support charge the same unit in the flank. While in the magic phase, you cast vanhels macbre on the grave guards, cast a random vampire spell on the corpse cart and giving the guard ASF. In the combat phase the enemy ASL and your guards strike at initiative AND re-rolling to hit. The enemy will be massacred.
I think you guys need to start thinking about the synergy in the army rather than the individual units by themselves.
BTW, Hexwraiths are awesome IF used like goblin fanatics.