Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

Thursday, May 12, 2011

Vampire Counts 101



My buddy Peter is the reigning Victorian Master of WFB. Besides being a heck of a nice guy in person, he is a daunting lord of undeath on the battlefield. He has been playing vamps so long it is amazing (he has other armies... he just doesn't play them). I asked Peter to write down a few thoughts on Vampire Counts for a few friends who are new to 8th edition.

Peter... Take it away:

Characters

Vampire Lords: You definitely want at least one. You could possibly get two in 2500+, but fitting them in to the Lords allowance is tricky. I tend to start with a 4+ ward (one of the generic ones or the Crown of the Damned) and then equip them depending on if you want to chop things up or cast spells. If you want a combat lord, Red Fury, Infinite Hatred and a +Strength magic weapon is a good start. The immune to Killing Blow or -1 to hit armours are decent. If you want to cast spells, Master of the Black Arts is almost a no-brainer - it ensures you'll always have a decent number of casting dice. Forbidden Lore is great (a Ld10 Death wizard is always nice), or Dark Acolyte if you just want to cast from the Lore of Vampires. Casting Vanhels Danse Macabre an insane number of times is easily possible and feels pretty dirty. The Staff of Damnation is also excellent if you have any hard-hitting troops (which you probably will), and the Helm of Commandment is extremely good for a Lord that wants to lurk at the back.

Vampires: Not bad, but easy to kill. They make decent but expensive casters and decent but fragile fighters. Hard to get a worthwhile armour save on one unless they're mounted; the Flayed Hauberk (2+ save) is about your only option on foot. A potentially nasty combo is the Talisman of Lycni (M9), the Power Scroll and Forbidden Lore with something like Beasts or Death, but it's 200pts for what might be a one-shot weapon (and people often aren't keen on Power Scrolls). They make a pretty good bearer for the Helm of Commandment if your Lord is selfishly hogging his own WS.

Wight Kings: Cheap and tough for a hero. WS isn't stellar, but with a great weapon they fight pretty well. They make excellent battle standard bearers, since they're harder to kill than a Vampire. You don't need a magic banner - I tend to use just the Flayed Hauberk and a great weapon. The Drakenhof Banner is extremely good but makes him a big target and may tend to erode your comp score, so use with caution.

Necromancers: They hold Dispel Scrolls and can always know Vanhels. Decent if you want a backup caster, especially if your Vampire Lord isn't using the Lore of Vampires.

Core

Skeletons: They weren't bad in 6th Ed, were so-so in 7th and are pretty dire in 8th. They can't fight and tend to die in droves. They can at least be joined by characters and get standard, so they're not too bad to include as an extra point of Fortitude in Blood or Glory. You could use them as a bunker for characters, but avoid anything that can actually fight or the whole lot will probably crumble. (There's probably a reason they got a drastic points drop in the Tomb Kings book...) If you do use them, either have a decent number (30+) to soak up casualties or be able to raise a ton of them. Frankly I'd just get Ghouls, though.

Zombies: About the only thing you can say about them is that they can take a standard. Apart from that they're dreadful and won't hold up anything even vaguely competent for more than a couple of rounds. Stick to raising them as diverters.

Ghouls: The core infantry you'll probably actually use. Same price as Skeletons, better WS, two attacks and Poison. They can actually do decent damage to the right targets, and WS3 T4 means they're about as tough as Skeletons vs many things with WS3. Running them 10 wide gives you a hilarious number of attacks, and with rerolls from Vanhels they'll shred anything with low toughness and seriously worry big targets with poor saves. One major downside is not having access to musicians or standards, so no swift reforms and no Fortitude point.

Dire Wolves: Cheap (only 40pts for a minimum unit), but they lost Fast Cavalry in the errata so they're not nearly as manoeuvrable as they were. They don't count towards your minimum core these days, either. Not too bad if you want a cheap diverter/war machine-muncher, but I'd generally shell out 20 more points and get some Fell Bats instead.

Bat Swarms: When it comes to bats, bigger is better. I'd say get some Fell Bats instead.

Corpse Carts: The Always Strikes First aura is quite good if you affect something that can actually fight (i.e. Ghouls or Grave Guard). Black Knights and Blood Knights would also benefit, but might tend to be out of range. I haven't used them much, but given that you have to fuel them with power dice now, I'd probably just cast Vanhels instead. The upgrades are ok but not earth-shattering, and now they can't regenerate combat res wounds they're unlikely to last if they get into combat.

Special

Grave Guard: These are your premier combat infantry. Give them great weapons, throw some accuracy bonuses at them (the Banner of the Barrows, Vanhels and/or the Helm of Commandment) and watch basically anything in the game die. They can quite easily be hitting and wounding things on a 2+. I'd use a wide formation and take at least 30, preferably 40 - they tend to take a lot of damage themselves, and are quite capable of crumbling if hit hard enough. The Banner of the Barrows helps here, but see the notes above on making friends and comp scores. They could make a worthwhile character bunker if you took a small unit with shields.

Black Knights: Basically mounted Grave Guard. Lost a lot of potency from 7th Ed as they won't break numerous infantry on the charge and can't grind enemies down very well afterwards. They do make a good bodyguard for mounted characters, but they'll still take a lot of damage from hard-hitting infantry. If you use them, try to get things in the flank while they're engaged from another direction so they can't turn to face you. Charging through walls/houses/crevasses/etc is still a cute trick.

Spirit Hosts: Not bad - Ethereal is always a great rule to have. They aren't going to kill very much, but might divert a unit for a round or two. They could be handy to stop a unit turning to face (see above). They tend to play second fiddle to Wraiths, though, who server a similar purpose while actually being able to kill things.

Fell Bats: A minimum unit is 60pts and being fliers they're very fast. Excellent for diverting things, especially anything with Frenzy. They're also quite capable of eating (or at least tying up) war machine crews. I tend to take at least two units, and often take three if it's a large enough game.

Rare

Varghulf: They maim T3 infantry due to being about the lightest thing with Thunderstomp, but avoid anything that can fight back. They can't Regenerate wounds from combat resolution anymore, so they're more fragile than they were. Like Black Knights, aim for the flank and preferably support another unit. One thing to bear in mind is that while they're M8 they don't have Swiftstride, so they won't charge as reliably as cavalry/fliers/beasts.

Black Coach: Quite hard to kill - except via combat resolution, where the wheels fall off in short order. The power dice eating and power-ups are cute, but can be annoying if it absorbs your dice at a crucial time. They don't do particularly impressive amounts of damage, though at least the Wraith driver gets S5 with his great weapon in 8th Ed. If you take one, use it to support other units unless you're charging something pretty feeble.

Wraiths: The Rare choice of choice. Ethereal means a lot of things can't touch them, and they can put out enough wounds to hold their own against a lot of units. This is one of their best uses - giant unit of Swordmasters/Chaos Wariors/Hammerers/etc giving you issues? Throw 4-5 Wraiths at the problem, cast the occasional Invocation to top them up and deal with the enemy a your leisure. They're also very good at cleaning up annoying enemy light units and supporting other units in combat. Watch out for heroes with magic weapons and good saves, Wights, Forest Spirits and Daemons. Magic is maybe less of an issue than in 7th Ed, since there are a few less magic missiles around now (but watch out for spells that give a unit magical attacks!). Daemons are a particularly depressing matchup, but if you have the points for a Banshee they can still harass things with her scream.

Blood Knights: Ludicrous damage potential, but expensive and quite fragile now. Charge anything with decent strength in the front and you'll take severe casualties unless you practically wipe them out. Aim for the flanks and take the Hatred banner. Keeping somebody with good Ld (a Lord or a Wight King) in range is also a good idea, or they may go chasing after the wrong thing and die.

General Thoughts

Overall, Vampire Counts got more fragile in 8th Ed. You can't rely on wiping the front rank of a unit out with a blood-mad Vampire Lord for protection anymore, and decently sized units can hit hard enough to crumble VC units in one round. Taking larger units than in 7th Ed is probably a good idea, especially anything you can't add to with magic. Fear and Terror got a lot less powerful, and deep infantry formations aren't going to break because you beat them by 4 or 5 points, so enemies aren't going to run off as easily. You need units that can actually fight, which VC have (maybe not with much variety, but hey. Bland but functional is better than bland and incompetent...)

Quite a lot of the choices range from so-so to pretty awful in 8th Ed, so unfortunately if you're really trying to hone your list to a razor edge it'll end up looking a lot like all the other razor-honed VC armies. A list that's hard to go too wrong with is a large Grave Guard unit (30-40), a couple of decently sized Ghoul blocks (30-ish), a caster Lord and a BSB. Season with diverters and Rare choices (well, ok, probably Wraiths) to taste. Having said that, most of the limitations are in the Core section, where Ghouls are the only really appealing choice. The stuff in Special and Rare ranges from ok to excellent, so you should probably be able to find a use for anything in there.

Friday, August 13, 2010

The Highs and Lows of Playing Aircav Guard.

Well, after spending so much time painting and preparing for tournament play with my Air Cav Guard several people have asked me to throw together some thoughts about using valkyrie based guard armies.

I am a big fan of guard armies in general. Something about random dudes in glorified t-shirts facing super human mutant/ aliens carrying only flash lights and supported by your mates and a pile of tanks really appeals to me. Now… Take away the tanks and replace them with helicopter/ plane things… Still cool. Check.

Now following the theme of an all air cav army leads to some fairly universal tactics and inclusions in the list. As valkyries are armour 12 and move around in formations there are certain items you need to include in your army. The most important is (IMO) is the astropath. He gives you a +1 to your reserves rolls and if you outflank you get to reroll the dice. This is important if you fail the roll to go first. While Air Cav armies can hit like a ton of bricks in turn one if you are going 2nd you can really be taking it on the chin before you ever get out of the gate. Also I am really not a fan of Dawn of War with the planes so in the event of either of those circumstances… I outflank everything. Why? Well it robs my opponent two turns of shooting at my very vulnerable flyers and keeps them guessing where I will deploy. With the plus one I usually get two of my three squadrons in turn one. I will usually get my troops where I want them with outflanking putting troops on the side I want in 4 out of 6 times (not including the reroll). I once even let my opponent take the first turn and outflanked because he had two units of fully tooled long fangs in the opposite corners of the board. I came in on the bottom of two with everything and ate his heavy weapons before they had a turn to shoot. Harsh? Yes BUT if you have ever weathered shooting in a Valkyrie you will learn why it has to be this way.

I equip all of my valkyries with rocket pods. All of them. Why? Because they are fast vehicles they move 12, fire their multi-laser and fire both pods (str 4 weapons are great!). They can also move 12 and dismount the squad inside who can also then fire. So my squadron of three flyers will kick out 6 large blast templates and 9 strength 6 shots. True you are hitting on 4’s but throw enough mud and something will stick. As I run a squad of two valks and another of three… That is ten templates a turn. Infantry armies beware. I made a wolf wing disappear purely from making them take a trillion saves.

What that then leaves is anti-tank. Enter the Vendetta. I run a squad of two at 1750 points. 6 twin linked las-cannons exterminate daemon princes, tyranid big bugs and pop most vehicles beautifully. The downside is that to fire all 6 shots they need to move no more than 6 a turn. I’ll get back to this later when I talk about speed. For the rest of my anti-tank I depend on the Vets I run in my Valkyries and Dettas…

My 1750 list runs a command squad (with astropath) and 6 vet squads. I do have a squad with flamers but most squads run two to three meltas or plasma guns. Coupled with my Commander’s orders (he runs in the squadron of three with a squad of three meltas and a squad with three plasma guns) these guys are the real work horses of the army. When I can I drop all three squads as close as I can to the target and try my best to make the enemy disappear. I get close to destroy whatever it is in the hopes that it does not survive to strike back.

Alpha strike is a key to the Air Cav list. Heaven forbid someone gives me the first turn. I can deploy as close to the enemy as possible and scout move 24 inches forward. Get right into some ones face and wipe out half his army before he strikes. (and pray he doesn’t do the same back in his turn one.) Also people seizing the initiative is really bad (obviously). When that happens… it is really bad for the old valkyrie bomb.

Speed is crucial to the list for the reasons listed above. You want to concentrate firepower on wiping out threats early so you can mop up the rest of the army later. Manoeuvre in such a way to maximise this and prevent as much retaliation as possible.

Onle last note moving 12 is great when someone charges you. Getting on 6’s is great! I was once wiped out by an ork command squad that fleeted into my big squad… Never seen so many 6’s in my life. OUCH!

Anyway… Just a few thoughts. Aircav is a list that hits like a hammer. You have to remember that it is a glass hammer. True it is more resilient than a Dark Eldar boat list but as Han said “Don’t get cocky kid!” Know your strengths and know your weaknesses when you engage and play accordingly.

B