6/5 Game for 6pm

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Re: 6/5 Game for 6pm

Postby dooms33ker » Sun Jun 08, 2014 4:03 am

WoollyMammoth wrote:Thanks for my first game!

Now that I know whats going on, it won't take me 2 hours to get my zombies into combat...

I swapped some zombies for ghouls and bought a terrorgheist so I have a 2k point list for next week.


Add a spirit host, a few more knights and crypt horrors and you'll be ready for the big leagues. ;)
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Re: 6/5 Game for 6pm

Postby WoollyMammoth » Sun Jun 08, 2014 7:28 pm

Maybe I'll convert my elf witches to spirit hosts.
I have 5 wolves now too. Wolves might be good for charging war machines

Ghouls are the only decent core. Everything else is just a giant ball of crumble :(

I def want to get a nice big unit of CH, although they will be useless against you...

Not sure how I feel about BK yet. Damn toothpick spears.
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Re: 6/5 Game for 6pm

Postby dooms33ker » Sun Jun 08, 2014 10:16 pm

WoollyMammoth wrote:Maybe I'll convert my elf witches to spirit hosts.
I have 5 wolves now too. Wolves might be good for charging war machines

Ghouls are the only decent core. Everything else is just a giant ball of crumble :(

I def want to get a nice big unit of CH, although they will be useless against you...

Not sure how I feel about BK yet. Damn toothpick spears.


Spray paint the Witches white, generously apply some green shade, then dry brush white and you have some lovely spirit host. Wolves can be decent warmachine hunters, and even better charge re-directors. Just Position them in front of a unit at an angle so as to block charges and cause the enemy unit to move out of position. Spirit host are good at doing that as well, albeit while not moving quite as quickly as the wolves.

Large units of Black Knights are not a bad idea since they'll make better use of the Banner of Barrows than a smaller unit. If you don't like them enough to invest in more, take a unit of Hexwraiths; they are even better at hunting warmachines than the wolves.
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Re: 6/5 Game for 6pm

Postby Anger Worm » Sun Jun 08, 2014 11:45 pm

Black knights are a very good unit. They're generally used as a delivery system for a fighty vampire, wight/vamp bsb and a necromancer or two in the 2nd rank. The benefit is the unit's speed combined with a fairly tough, armored brick to keep your characters protected. This is the premier bunker/bus unit for VC. You'll want 10+ to run them this way.

A large brick of Ghouls are a solid choice with the increase of elves. You'll probably always want a unit or two of 20ish zombies around as they're so cheap for a ranked tarpit. You'll also need zombies for raising. Wolves are used for speedy redirection, and warmachine hunting. Fell bats are also a good idea to take one or two 2-bat units of. They hop forward when you want to make something waste a turn.

Terrorgheist is very offensive, but also goes down very easily to shooting. YMMV.

Crypt horrors are amongst the best monstrous infantry in the game with the way vampire magic can heal them (as infantry). Spirit hosts have limited use. Hex wraiths are solid, but also enormously vulnerable to certain units/characters. I would say they're a unit for the more experienced player.
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Re: 6/5 Game for 6pm

Postby WoollyMammoth » Sun Jun 08, 2014 11:50 pm

I only took barrows to boost my point value. Its a waste unless i take more BK so i dropped it for now. I realized VC rules allow a lord/hero to join BK. 10BK with barrows and vamp might be good for killing stuff. BK aren't going to crumble as bad as other units at least. I'm considering making some more. Might be the way to go.

Horrors are cool. I think i need at least 6-8 to get them in full swing. I have 3 so far.

Both BK and CH are nice to Nehek back to life. But i need larger units so i still have 1 left in my magic phase.

I like the idea of witch ghost swarms, 3 to base. But i need to do some green stuff work and make them more ghostly. I don't really like the green ectoplasm look. I was thinking a smokey gray. Not sure if i can pull it off

I think ill shoot for 10 BK and 6 CH, each with a vamp escort
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Re: 6/5 Game for 6pm

Postby Anger Worm » Mon Jun 09, 2014 12:58 am

You'll want 8+ crypt horrors. Because Crypts are monstrous infantry, a character joining on foot or steed will NOT get a look out sir, so they can be cannon/warmachine sniped. The crypts need to run by themselves, with a vampire in a nearby unit for raising. Crypt horrors can do a lot on their own -- they can handle everything but armor. You run the Vampire w/ an ogre blade for strength 7, give him red fury and quickblood and a 4+ ward and you're grinding through armor no problem.

Characters can join most units, but you want their profile to match for look-out-sir! rules. So for example your Vampire Lord would ride on a barded nightmare to go in the black knights (as would any other character joining them).

Throwing in a spirit host isn't terrible, they just aren't amazing.
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Re: 6/5 Game for 6pm

Postby WoollyMammoth » Mon Jun 09, 2014 12:47 pm

Ill be playing a lot with my father (Chaos warriors) and brother (Orcs)

I can force chaos to charge me with his demon lord, so i can pull him out in front of a death wiz or Terrorgeist. I can hold down a horde of goblins that would otherwise be shooting me with a goblin horde of poison arrows. Then hes left desperately trying to gork me while I have 4 wiz to his 1. But a lot of players (like me) have magic weapons all over the place so they would be useless. But i think its important to have a couple if you see one nasty hero on the table and otherwise complete lack of magical attacks.

If goblins charged hosts with two banners, does the combat get negated or will i crumble even though they cant hurt me?

So far it seems to be the best strategy is to find the shortest and safest route to getting your quickblood vampires into CC and keeping them there without getting pulled down with the crumble.
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Re: 6/5 Game for 6pm

Postby Anger Worm » Mon Jun 09, 2014 4:08 pm

Ethereals cannot be harmed by non-magical attacks, but the combat still gets resolved as normal. So the same way they can win combats and break an enemy, they suffer wounds for every point of combat they lose by. So, in your example, 20+ goblins with a banner charging ethereals would get: +3 rank bonus, +1 standard, and +1 charge bonus. At most the spirit host can do 4 wounds with its 4 attacks (more likely it will do 1 or 2 wounds) which means it loses combat by at least 1, and probably 3 or 4.

Melting is the main problem with spirit hosts.
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