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===Zombie Pirates of the Vampire Coast=== WD 306/lustria campaign '''Army special rules:''' '''Undead''': yep, just remember lone characters don’t crumble and can March outside the general bubble. A skirmisher double pace is not a March move either! '''Braindead''': everything that is not a character is a zombie, so hits last, even when charging. '''Wet powder:''' any ballistic skill firearm used by a model with bs0 will always hit on a 6, however a roll of one misfires and is resolved against the unit. '''Lords''': ''Luthor Harkon'': Must be taken as a lord, for 260 points you get a naked vampire lord with a brace of pistols who brings dwarven level dispels to your army(while he’s not stupid) and provides mr2 to his unit.he does gain regeneration when on his last wound but is ultimately rather fragile against kitted up characters. Make use of brace of pistols counting as additional hand weapons after the first round of combat, also remember that since you test his sanity at the start of every turn and he might just become frenzied and charge off, stick him in a unit with an accompanying character(to eat a challenge) '''Heroes''': ''Vampire fleet captain'' it’s a wight from the vampire list with different equipment.So innate magical killing blow attacks while hand weapons are used means additional hand weapons, or a brace of pistols are of course fun too(but remember undead can’t stand and shoot). These guys are the the edge you need to win combats, bother charging or protect luthor. Some ways to use them are as follows; 1: obligatory bodyguard for luthor with light armour,hw and bloody bills buckler and wharf rats 5+ 5++ d6s2 poison attacks every round as well as 3 killing blow basic attacks. 2. Slann gold BSB the wight becomes a level 1 caster and vampire coasts only way to use spells, if you ever get a spell off be surprised. The real benefit is an extra dispel dice. BSB of some kind are integral to vampire coast as you will lose most combats. 3. Syreen but better: Take a wight,give him a brace of pistols. Mad mullets spyglass,light armour and an enchanted shield. You get a t4 body who can shoot other characters/champions out of units on a 4+ with 4+ armour. 4. The sweeper: give a wight bloody Nora’s whip and stick him with some pistoliers, yes he loses killing,blow but 3+d3+2 s4 attacks on the charge will wipe a front rank with a little luck. ''Syreen'': Banshees musical sisters are unfortunately pricey, with a strictly worse ability(can do a special shooting attack which causes the unit to take an ld test and if failed suffers the effects of the ‘doom and darkness’ spell.As a result they can’t sing into combat like their sisters. Since they are packing 2 s3 attacks and can’t take magic items to they don’t really fulfill a role within the army. Use 1 at most, but a shipwight could do better. '''Core: ''' ''Deckhands'': Ws3 zombies! Take between 30-40 with command if you want something to provide passive combat Rez. Being brain dead they won’t often get to hit so consider protecting their flanks. ''Gunnery mob:'' These must take the cake for the worst unit in 6th Ed with their default load out of handguns. 7ppm grants you a unit that is move or fire, will only hit on a 6(unmodified) and misfire. The best part? They can’t even stand and shoot being undead. However upgrade the whole unit with a brace of pistols and suddenly you have something almost interesting. in the first round of combat these pistol wielding goons suddenly have three s4 ap attacks each hitting at their own ws(2) instead of bs0(and no misfires!) they still have ASL even on the charge though, so these are your go to units to stick characters into as if your character can sweep the front rank of your enemies then these guys might even get to attack with their pistols. ''Bloated corpses:'' For 30 points you get a single infantry model (thus is treated as a skirmisher so -1 to be hit can always move at double pace according to 2004 errata) who is t4,w2 with a poison attack and explodes on death. But the real usage of these guys is they make amazing redirectors, line of sight blockers(for luthor) ,March blocker, artillery protection and deployment time wasters. Take 2-3 and plop them down during deployment one at a time. ''Scurvy dogs:'' Recoloured dire wolves but they always strike last, even on charges. Still sometimes useful to harass warmachines or deny a rank bonus. '''Special''': ''razortooth rats:'' A skaven rat swarm unit that can crumble. Best used as unit fillers. ''Deck Droppers:'' These are your fel bat equilavents, but with 3 s3 attacks at the cost of always hitting last. so take 4 of them if bother bringing them to harass warmachines/archers and fly around being a general nuisance. ''Carronade'': 70 points for a move and fire aquatic unbreakable cannon with d3 damage s7. They are even better than they sound, roll them into lakes and blast out, roll them along behind your infantry blocks, start with them hidden behind stuff and roll out the guns. Remember they can grapeshot which is an auto hitting artillery dice worth of hits. strongest unit in the list. Take at least 2 at all times. ''Undead hulks:'' M6 surprisingly, these undead ogres/whatever you stick on an 40mm square are s5 d6 attacks, at ws3.. Useful to be sure however always hitting last means apart from light cav/archers they generally shouldn’t be thrown into a combat unsupported as they can and will whiff horribly, then crumble. ''Deck Gunners:'' S6 ‘36’ handguns for 10 points each which hit on 6’s. '''Rare: ''' ''Rotting leviathan:'' 200 points for a fantastic monster which is not even a large target. -1 to be hit hit in melee means most things hit it on 4’s. Its real weakness is crumbling due to ws3 whiffing its 6 attacks, so keep them close to a bsb and use them to break ranks/win combats ''Queen Bess:'' 250 points, one rare AND one special slot gets you a hellhammer cannon. Which shoots small templates. With No saving throws of any kind allowed(such as armour and ward) Let that sink in. Queen bess fires similiarly to a cannon but using 2 rolled artillery dice for the range thus is quite inaccurate and prone to misfire though I have found 11.5 to 12.5 from the front a good estimate. She then rolls a further artillery dice as the template goes forward further. Anything directly under template as it lands is hit, partial/rolling template is then on a 4+. S10 d6 wounds. Speaking honestly the moral threat of queen bess is much greater than the practical effect, as she will spend half the time misfiring or overshooting.however the threat of deleting entire units along with the warded up character inside them is a very powerful deterrent.
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