Editing
Warhammer Army Project/Vampire Counts
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Special Units=== *'''[[Grave Guard]]:''' Coming in at 10 points, these supercharged Skeleton Warriors boast medium armour and can be upgraded to heavy armour and Shields for a point each.Offensivly, they can get Great Weapons or Polearms for 2pts. With killing blow and S4 tanking them up with shields and heavy armour and relying on killingblow and flankers to cause damage is probably the right move. They are a lot more resilient and killy than Skeletons and just as easy to raise, be sure they're in range for Invocation of Nehek. Stuff a Wight King into this unit and take them in a block for a hard-hitting anvil force. These skellies are a nightmare for any high T non-monstrous troops. Finnally, don't forget their juice 50pt magic standard allowance(bring Banner of the Barrows). *'''[[Black Knights]]:''' Another unit that got some love, with free lances and edition wide impact hits this will bring the pain. Though, you're paying one point more at 22pts. Same stats as Grave Guard, with the option for barding and heavy armour for 2pts each. Can absolutely butcher anything they hit in the flank. Being cavalry, they only regain 1+Wizard Level wounds from Invocation of Nehek. *'''[[Hexwraiths]]:''' Ghost rider at 27 points each. They are Fast Cavalry with a metric fuckload of ghost rules to mess with the enemy. They are Ethereal, move through unengaged Units, have Terror, and flaming Greatweapons that Ignores armour. As a result, they will attract a TON of magic during your opponent's turn as he desperately tries to fry them before they reach him and they don't have any protection against that other than you trying to dispel, so beware. Being Fast Cavalry grants them Vanguard (get to make a 12" Move before the game starts) and a Free Reform unless it charges. They lose most of this if a character without Ethereal+5+orbetterArmour joins them. You should leave the Hexes to do their thing alone. If left alive, Hexwraiths will swing fights in your favor. *'''[[Crypt Horrors]]:''' Still T5 regenerating monstrous infantry; however, they're no longer undead, but gained 2 leadership in exchange. No price change, which, if you consider the trend for monstrous infantry to get massive price cuts, this edition is a slap in the face. Should still be buffed up with magic and stay clear of flaming attacks. *'''[[Corpse Cart]]:''' A 90 point Chariot and mount for your necromancers. The thing itself is a 6+ Armor Save Shrine option with 4 Wounds, but don't let that trick you. It's just as useful as zombies in combat with 2d6 WS2 S3 attacks from the Zombies hitched to it as beasts of burden, as well as an attack from the rider who is a WS3 S3 I2 Corpsemaster. It has Regeneration, which may keep it alive for a pinch. All skelly and zombie units within 6" of the Corpse Cart get a bonus attack and 6+ regen, a distant cry from the ASF of yore, But still gives the Chaff hoards build some viability. Of the 2 upgrades, Balefire is ok as enemy wizards have a harder time casting when in 24". The lodestone is a solid choice as it makes the "Invocation of Nehek" more reliable at rebuilding your army. *'''[[Vargheists]]:''' Flying, Vampiric, Monstrous Infantry who are S5 T4. They can't fly quite as far as they used to (what can), aRe 4pts more expensive and lost undead. Thankfully, with the new vampiric most things have to re-roll successful to wound rolls, making them tankier than ever. Antop of that, they gain the Red Thirst, every time they kill a model, on a 5+ they recover a wound. This went from one of the premier glass cannon units to a hardier cannon that can march outside of the generals bubble. Definitely a beast of a unit, and perhaps the best flying unit in the edition. *'''[[Spirit Host]]:''' Ah, the Spirit Host. 45 points per Swarm, and They are also Ethereal. Sadly, as a Swarm, they also die from Combat Resolution like everything else in the army. They have M6, WS3, S3, T3, I1, A4, and a Leadership of 4. These guys are extremely cost-effective Monster and Cavalry tarpits while they last (make sure whatever you are facing does not have magic attacks), and can also be used to dissuade a flank charge by something nasty than to actively hunt their targets, otherwise, they may get too exposed to infantry (their bane thanks to that Combat Resolution damage) or outmaneuvered. That said, don't mind losing a Unit to magic or infantry if you have to: after all, they cost less than 50 points. Why give a damn?
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information