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====Generic Characters==== *'''[[Von Carstein]] Vampire/Lord:''' 80/245pts. The von Carsteins, being the flagship vampires, offer a rather balanced take for a vampire, the horrific monstrosities of the Warhammer World not named Chaos Lords. They have a solid statline capable of holding their own in a fight and has the best Generic Character leadership (M6 S5 T4/5 A4/5 LD 9/10), as well as being wizards of Shadow/Death/Necromancy in Heavy armor and a large list of items/powers to give them a fixed role. They also have Good synergy with Dire Wolves, Bat Swarms and Fell Bats. *'''[[Necrarch]] Vampire/Lord:''' 80/245 pts. The Necrarchs are the vampires you want for a casting-heavy army, other bloodlines are only part wizards that can get up to at most level 3, Necrarchs are full caters, and their powers make them even better at it. These wizards can take all the lores most vampires have but can also take Heavens or Metal to mess with a broader list of foes. These guys lose out on any mundane weaponry, so consider more arcane items and talismans. *'''[[Lahmian]] Vampire/Lady:''' 75/235 pts. Lahmians have the advantage of a high Initiative score, allowing them to punch into an enemy hero before they can strike back. At the same time, their powers let even that last bit fall into question. If you want a brawler vampier, pick Blood Dragon, but Lahmians are full casters while still being untouchable in combat. *'''[[Blood Dragon]] Vampire/Lord:''' 105/240 pts. With WS scores above their kindred, the Blood Dragons can handle themselves in a battle, especially in challenges, since they're forced to accept them. In exchange, they become the poorest wizards of the lot. Each of them already comes with heavy armour, so you are already plenty protected if all you get is a shield and a ward save. *'''[[Strigoi]] Vampire/Lord:''' A Strigoi may not look like much, having a lord with a slightly inferior statline to a Von Carstein for 125/245 points, not being able to take magical armor or weapons, being stuck as a caster on par with Blood Dragons. What it gets for these tradeoffs is a Lore of beast caster, +1 Toughness higher than contemporaries, and an offense near equal or better to a Blood Dragons using the lore of beast along with other tricks from powers. It can also be mounted on a Terrorgheist and scout with Crypt Ghouls and let 3 ambushes. No matter how you're planning to use him, make sure you have a plan for him; otherwise, go Blood Dragon. *'''Master Necromancer/[[Necromancer]]:''' 165/65 pts. Cheap-level wizards (L3/4 for lords, L1/2 for heroes) in either Lore of Death or Lore of Necromancy. They can Raise Skeleton warriors beyond the starting size, which they can use to support a fighty Vampire Lord and the hordes, or they can be your primary caster and general should you decide to bring a slew of ordinary Vampires. If you consider making him your general, that certainly frees points for the other great choices you have, but remember that your army may start crumbling as soon as he dies. If you assign the other Vampires to Lore of Necromancy, then at least one of them can take over as general (although with such a weakened magic phase, you better be planning on bringing the rape train quickly). **The Master Necromancer can be mounted on Barded Nightmares, Hellsteeds, Abyssal Terrors, and something Vampires can't ride: Corpse Carts. A buffing shrine that makes Skeliontons and zombies more deadly. *'''Liche Lord:''' The undead necromancer lords, a beefier (Toughness 5, 4 Wounds), combat-oriented Master Necromancer(but vampires have weapons and even the Necrarchs are better fighters than you), and 275pts is almost double the cost of a Master Necromancers or as much Lv3 Necrarch Lord. Their only option is to ride a Mortis Engine, which would lock him out of combat even harder. Unlike vampires, you are undead, so abilities will now work on you for all their positives and detriments. **Alternative take: Liche Lord is meant to be harder to kill lv4 wizards. They are harder to kill from sniping, not for fighting. *'''[[Wight King]]:''' 85 points. The same statline as a Vampire, with the S and T swapped around with WS4, 3 wounds, and is upgradable to a BSB. Can mount up on a Skeletal Steed with barding as an option and take a lance if you want him with Black Knights, otherwise stick him in a unit of Grave Guard with the Banner of the Barrows for an incredibly cheesy unit that will meet all variety of faces. Gets Killing Blow. He can take 50 points worth of magic items if he's NOT the BSB. Oh, and like Krell, this guy has a fucking beautiful model. So other than you, BSB, He is your most reliable and cheap for dueling or protecting your necromancers. *'''[[Cairn Wraith]]:''' 60 points. Ethereal, Terror, Undead. It has a special ability called Chill Grasp, allowing it to trade in its 3 Attacks for one Attack that automatically wounds if it hits and ignores armour. Only S3 and a great weapon, T3, and 2 Wounds with a low as fuck 2 Initiative. It can take a horse and magic items. Spirit hosts are cheaper for simple tarpits, and the Cairn Wraiths unit from the Rare section is more cost-effective for cavalry/monster killing. Both are also more resistant to magic by having more wounds. Finally, Wight Kings are better at simply killing normal stuff by virtue of their Killing Blow and awesome (for points) stats. It's possible to use them to nail characters. Still, the chances are good that whatever you're aiming to kill has a magic attack that renders the Cairn Wraith's only defense moot, and at 5 LD, don't expect him to prevent anything from crumbling (in fact, he's more susceptible to it truth be told).
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