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Warhammer Army Project/Vampire Counts
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===Magic=== *'''Shadow:''' with everything being so weak it's easier to drag the enemy below, than rise above them. Lots of debuffing and each casting grants 12" on your Vampires movement. *'''Death:''' A good choice, with buffs and debuffs inaction of generating more dice, though you've got to be pretty close to an enemy for some spells. Doom and Darkness synergize well with your Fear and Terror causing units. Soulblight makes hitting things easer. Purple Sun may not be good if it hits more of your own Low Initiative units then the enemy. *'''Necromancy:''' The necessary magic that keeps units at the proper size and makes undead less weak. good to always take at least two lv1 wizards with this. *'''Beasts:''' only available to STRIGOI and Zacharias. with the STRIGOI Lord can only reach lv2. Shame he can't ''The Savage Beast of Horro'', he has access to all the spell he needs. Adds buffing versatility as not many lores can boost your strength and toughness. S&T4 zombies or skeletons with spears is a pain to deal with using ''Wyssan's Wildform'', then remember that blood knights give you a +1 to cast because they are cavalry. *'''Metal:''' Necharch only. the anti plate mail option. also, make your Undead blobs (preferably Grave guard) more durable and dangerous. *'''Heavens:''' Necharch only. a mixed Magic Missle lore, letting your Zombies hit first for once with Iceshard Blizzard or Disintegrating knights with Higher-level Lighting spells. *'''Fire:''' Zacharias only. more magic missiles and +1 to wound. You have better use of a named vampire. *'''Light:''' Zacharias only. zombies now hit first, and counter other undead and deamon famous.
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