Age of Sigmar/Tactics/Warscrolls Compendium/Vampire Counts: Difference between revisions
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Rules come from here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-vampire-counts-en.pdf] | Rules come from here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-vampire-counts-en.pdf] | ||
==Vampire Counts Summary== | |||
==Stormcast Eternals Warscrolls== | |||
Forenote: | |||
The following section will be arranged with similar units and formations being grouped together for easier reading. | |||
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar most of this is based on theory. Take everything with a pinch of salt. | |||
===Named characters=== | |||
'''Nagash, Supreme Lord of the Undead:''' | |||
'''Arkhan the Black:''' | |||
'''Mannfred, Mortarch of Night:''' | |||
'''Neferata, Mortarch of Blood:''' | |||
'''Vlad von Carstein:''' | |||
'''Count Mannfred:''' | |||
'''Konrad von Carstein:''' | |||
'''Isabella von Carstein:''' | |||
'''Heinrich Kemmler:''' | |||
'''Krell, Lord of Undeath:''' | |||
===Heroes=== | |||
'''Vampire Lord:''' Unfortunately, your Vampire Lord isn't the unit-shredding dragon-outdamaging monster he used to be. Fortunately, he's still very decent. While most armies must choose between fighter and caster, your Vampire Lord does both. He's got a great melee profile, can cast a spell a turn and has a powerful Command Ability. And since he can heal wounds by killing stuff, you want him in the thick of it. Can also have wings or a nightmare to increase his movement, with the wings letting you fly while the nightmare grants you another melee weapon. | |||
'''Vampire Lord on Abyssal Terror:''' The biggest, baddest mount you can take without being considered a monster. Unfortunately, for the cool mount, you exchange the Vampire Lord's great command ability for a mediocre one and the meh spell for another meh spell. The sword and the lance are pretty similar, the lance being more consistent, though outside of charges usually only consistently worse. However, that's the price you pay for 3 more wounds, 6 more attacks and a better save. And don't forget, you are ''still'' a Wizard. | |||
'''Coven Throne:''' For when you really want to cherry-tap some shmucks. This thing pours out TWENTY-FIVE attacks in melee, but only one of them is actually powerful and can potentially make new generic Vampire Lords, but don't bet on it. They also allow you to reroll a single dice roll per game. Don't you dare forget that, it might help. It's also a wizard with a meh unique spell and its Command Ability lets you auto-win ties on the Initiative roll, which is potentially powerful. It's also ridiculously fast with a 14" flying movement. | |||
'''Necromancer:''' They can use what is basically 40k's Look Out Sir, allocating wounds they suffer to Skeletons and Zombies around them, which grants them significantly more staying power. That's great because you really need these guys alive and out of harm's way. They can cast a spell a turn and, for one, they have a very powerful unique spell that lets a friendly Skeleton, Mordant or Zombie unit (most infantry and cavalry) pile in and fight twice, which gets A LOT more mileage out of your Zombies. | |||
'''Wight King:''' These guys have the exact same melee profile as a Lord-Relictor. Hm. They can also choose to either have a 3+ save or to take a Standard. His standard grants you an additional 6+ save for all Death units in close proximity. If he forgoes moving, he can double that range. Usually, you're best served with the banner, as even with a 3+ save, he won't be winning you any fights. | |||
'''Strigoi Ghoul King:''' Surprisingly awful when compared to a Vampire Lord in terms of killing power, but they help Ghouls an awful lot and are really hard to kill. Their unique spell grants a Flesh-eater unit one more attack with each melee weapon, which makes Crypt Ghouls and Horrors better and Vargheists terrifying, but if you cast this on a Ghoul King on Terrorgheist, he'll pluck whole units apart by himself. His Command Ability adds +1 To Hit and Wound for those same Flesh-eaters, so, again, cast on a Ghoul King on Terrorgheist and take out your tearcup. | |||
'''Cairn Wraith:''' A hero with only four wounds, that's unusual, but understandable since the Ethereal rule already makes him annoyingly hard to kill, as it makes his 4+ save unaffected by Rend and 4 Wounds is enough to survive a perfect Arcane Bolt. What he does is swing a big honking scythe that's basically a Stormcast's Grandhammer with three swings and rerolls To Hit if the target unit has 5 or more models, so he's pretty blendy, too. | |||
'''Tomb Banshee:''' For all intents and purposes, a Banshee is more or less a Cairn Wraith with much weaker attacks (though at -2 Rend, that's pretty decent) and a scream attack that causes damage off of Bravery. | |||
'''Strigoi Ghoul King on Terrorgheist:''' Oh heck yes. The Ghoul King adds a lot to the already powerful Terrorgheist, such as magic and a Command Ability. This guy can summon a bunch more Ghouls and make them run and charge. Really though, the most the Ghoul King gives the Terrorgheist is the Flesh-eater keyword, as an on-foot Ghoul King can now use his awesome buffs on the already murderous Terrorgheist. | |||
'''Vampire Lord on Zombie Dragon:''' Finally, finally the Zombie Dragon actually out-damages the Vampire riding it. It has a bunch of devastating attacks and what might be the meanest breath attack in the game, as it hits units of 6 or more models automatically and then Wounds on 2+. The Vampire, on the other hand, provides a bunch of healing to the Dragon and yet another powerful melee profile. Like all Vampires, he's a Wizard, but with a very gimmicky unique spell that will never see use. However, his Command Ability, providing rerolls To Hit to a friendly Death unit. | |||
===Infantry=== | |||
'''Zombies:''' Zombies are awful. Really fucking awful. But they also have the most potential in the entire game. They start out with a single attack at 6+/6+/-/1 but get better the more you have. If you add a bunch of buffs, you can turn that to two attacks apiece at 2+/3+/-/1 that can pile in and attack twice. So yeah, the Zombie Rape Train relies more on support than anything else, but gets you quite a lot of mileage. Zombies can also infect the guys they kill and two Zombie units can actually combine in order to get to greater numbers, which grants them better To Hit and To Wound rolls. | |||
'''Skeleton Warriors:''' Skeletons are better than Zombies initially, but can't be buffed quite that hard. A big unit of them still hits hard, though. Their biggest distinction is that they can choose between two types of shields, depending on whether you like Tomb Kings or Vampire Counts. The Crypt Shield adds +1 to your saves so long as the opponent has no Rend on their weapons, which means it works on most stuff, while the Tomb Shields add +1 if you don't run or charge, meaning it does work if you're already in melee. | |||
'''Grave Guard:''' Elite Skeletons. Can either take a Crypt Shield and Wound on 4+ or take no shield and Wound on 3+. Your ball game, really. They also deal double damage when they Wound on 6+, just for that extra bit of killyness. | |||
'''Crypt Ghouls:''' Are to Skeletons what Skeletons are to Zombies. Better initially, but less opportunities to buff them. Which you take is up to you, but make sure you've got the correct Hero to buff them, as nothing can buff Ghouls the way a Ghoul King can. | |||
===Cavalry=== | |||
'''Black Knights:''' Considering they're Skeletons on Skeleton horses, these guys are pretty powerful, but they won't be winning you any best cavalry ever awards. Buff them correctly, though, and they'll murder quite a lot on the charge. | |||
'''Blood Knights:''' Vampires on undead horses. Now ''these'' guys will be winning you best cavalry ever awards. They do a lot of damage, ridiculous amounts of it on the charge and they can regenerate lost wounds. | |||
'''Hexwraiths:''' A bunch of okay attacks, the ability to damage units they move over/through and a high flying movement. They're also Ethereal, so their saves are damn good | |||
===Stuff=== | |||
'''Morghast Harbingers:''' | |||
'''Morghast Archai:''' | |||
'''Vargheists:''' | |||
'''Fell Bats:''' | |||
'''Bat Swarms:''' | |||
'''Dire Wolves:''' They're like normal wolves, but they're dire. | |||
'''Corpse Cart:''' | |||
'''Mortis Engine:''' | |||
'''Crypt Horrors:''' | |||
'''Varghulf:''' Oddly not a monster. | |||
'''Spirit Hosts:''' | |||
'''Black Coach:''' | |||
===Monsters=== | |||
'''Terrorgheist:''' | |||
'''Zombie Dragon:''' | |||
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]] | [[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]] |
Revision as of 18:58, 8 September 2015
Your bloodsucking megalomaniacs who have come to show those pussies how to be a real vampire
Rules come from here [1]
Vampire Counts Summary
Stormcast Eternals Warscrolls
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar most of this is based on theory. Take everything with a pinch of salt.
Named characters
Nagash, Supreme Lord of the Undead:
Arkhan the Black:
Mannfred, Mortarch of Night:
Neferata, Mortarch of Blood:
Vlad von Carstein:
Count Mannfred:
Konrad von Carstein:
Isabella von Carstein:
Heinrich Kemmler:
Krell, Lord of Undeath:
Heroes
Vampire Lord: Unfortunately, your Vampire Lord isn't the unit-shredding dragon-outdamaging monster he used to be. Fortunately, he's still very decent. While most armies must choose between fighter and caster, your Vampire Lord does both. He's got a great melee profile, can cast a spell a turn and has a powerful Command Ability. And since he can heal wounds by killing stuff, you want him in the thick of it. Can also have wings or a nightmare to increase his movement, with the wings letting you fly while the nightmare grants you another melee weapon.
Vampire Lord on Abyssal Terror: The biggest, baddest mount you can take without being considered a monster. Unfortunately, for the cool mount, you exchange the Vampire Lord's great command ability for a mediocre one and the meh spell for another meh spell. The sword and the lance are pretty similar, the lance being more consistent, though outside of charges usually only consistently worse. However, that's the price you pay for 3 more wounds, 6 more attacks and a better save. And don't forget, you are still a Wizard.
Coven Throne: For when you really want to cherry-tap some shmucks. This thing pours out TWENTY-FIVE attacks in melee, but only one of them is actually powerful and can potentially make new generic Vampire Lords, but don't bet on it. They also allow you to reroll a single dice roll per game. Don't you dare forget that, it might help. It's also a wizard with a meh unique spell and its Command Ability lets you auto-win ties on the Initiative roll, which is potentially powerful. It's also ridiculously fast with a 14" flying movement.
Necromancer: They can use what is basically 40k's Look Out Sir, allocating wounds they suffer to Skeletons and Zombies around them, which grants them significantly more staying power. That's great because you really need these guys alive and out of harm's way. They can cast a spell a turn and, for one, they have a very powerful unique spell that lets a friendly Skeleton, Mordant or Zombie unit (most infantry and cavalry) pile in and fight twice, which gets A LOT more mileage out of your Zombies.
Wight King: These guys have the exact same melee profile as a Lord-Relictor. Hm. They can also choose to either have a 3+ save or to take a Standard. His standard grants you an additional 6+ save for all Death units in close proximity. If he forgoes moving, he can double that range. Usually, you're best served with the banner, as even with a 3+ save, he won't be winning you any fights.
Strigoi Ghoul King: Surprisingly awful when compared to a Vampire Lord in terms of killing power, but they help Ghouls an awful lot and are really hard to kill. Their unique spell grants a Flesh-eater unit one more attack with each melee weapon, which makes Crypt Ghouls and Horrors better and Vargheists terrifying, but if you cast this on a Ghoul King on Terrorgheist, he'll pluck whole units apart by himself. His Command Ability adds +1 To Hit and Wound for those same Flesh-eaters, so, again, cast on a Ghoul King on Terrorgheist and take out your tearcup.
Cairn Wraith: A hero with only four wounds, that's unusual, but understandable since the Ethereal rule already makes him annoyingly hard to kill, as it makes his 4+ save unaffected by Rend and 4 Wounds is enough to survive a perfect Arcane Bolt. What he does is swing a big honking scythe that's basically a Stormcast's Grandhammer with three swings and rerolls To Hit if the target unit has 5 or more models, so he's pretty blendy, too.
Tomb Banshee: For all intents and purposes, a Banshee is more or less a Cairn Wraith with much weaker attacks (though at -2 Rend, that's pretty decent) and a scream attack that causes damage off of Bravery.
Strigoi Ghoul King on Terrorgheist: Oh heck yes. The Ghoul King adds a lot to the already powerful Terrorgheist, such as magic and a Command Ability. This guy can summon a bunch more Ghouls and make them run and charge. Really though, the most the Ghoul King gives the Terrorgheist is the Flesh-eater keyword, as an on-foot Ghoul King can now use his awesome buffs on the already murderous Terrorgheist.
Vampire Lord on Zombie Dragon: Finally, finally the Zombie Dragon actually out-damages the Vampire riding it. It has a bunch of devastating attacks and what might be the meanest breath attack in the game, as it hits units of 6 or more models automatically and then Wounds on 2+. The Vampire, on the other hand, provides a bunch of healing to the Dragon and yet another powerful melee profile. Like all Vampires, he's a Wizard, but with a very gimmicky unique spell that will never see use. However, his Command Ability, providing rerolls To Hit to a friendly Death unit.
Infantry
Zombies: Zombies are awful. Really fucking awful. But they also have the most potential in the entire game. They start out with a single attack at 6+/6+/-/1 but get better the more you have. If you add a bunch of buffs, you can turn that to two attacks apiece at 2+/3+/-/1 that can pile in and attack twice. So yeah, the Zombie Rape Train relies more on support than anything else, but gets you quite a lot of mileage. Zombies can also infect the guys they kill and two Zombie units can actually combine in order to get to greater numbers, which grants them better To Hit and To Wound rolls.
Skeleton Warriors: Skeletons are better than Zombies initially, but can't be buffed quite that hard. A big unit of them still hits hard, though. Their biggest distinction is that they can choose between two types of shields, depending on whether you like Tomb Kings or Vampire Counts. The Crypt Shield adds +1 to your saves so long as the opponent has no Rend on their weapons, which means it works on most stuff, while the Tomb Shields add +1 if you don't run or charge, meaning it does work if you're already in melee.
Grave Guard: Elite Skeletons. Can either take a Crypt Shield and Wound on 4+ or take no shield and Wound on 3+. Your ball game, really. They also deal double damage when they Wound on 6+, just for that extra bit of killyness.
Crypt Ghouls: Are to Skeletons what Skeletons are to Zombies. Better initially, but less opportunities to buff them. Which you take is up to you, but make sure you've got the correct Hero to buff them, as nothing can buff Ghouls the way a Ghoul King can.
Cavalry
Black Knights: Considering they're Skeletons on Skeleton horses, these guys are pretty powerful, but they won't be winning you any best cavalry ever awards. Buff them correctly, though, and they'll murder quite a lot on the charge.
Blood Knights: Vampires on undead horses. Now these guys will be winning you best cavalry ever awards. They do a lot of damage, ridiculous amounts of it on the charge and they can regenerate lost wounds.
Hexwraiths: A bunch of okay attacks, the ability to damage units they move over/through and a high flying movement. They're also Ethereal, so their saves are damn good
Stuff
Morghast Harbingers:
Morghast Archai:
Vargheists:
Fell Bats:
Bat Swarms:
Dire Wolves: They're like normal wolves, but they're dire.
Corpse Cart:
Mortis Engine:
Crypt Horrors:
Varghulf: Oddly not a monster.
Spirit Hosts:
Black Coach:
Monsters
Terrorgheist:
Zombie Dragon: