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.
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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… Read more »
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… Read more »
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… Read more »
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… Read more »
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… Read more »