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Updating my VC - 2250 pts - The Burning Ghoulblins
| UnicornPower |
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Citizen of the Glade

Group: Wanderer
Posts: 425
Member No.: 150
Joined: 25-February 06

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I've finally dropped the ball with my conscience and sculpted some Blood Knights.
So here's a list in which to fit them... 2250 points, tourney style-y.
+++++
Vampire Lord, 475 - Nightmare, Level 3, Forbidden Lore (Fire - ranged attack & FSoR focus), Red Fury, Summon Creatures of the Night, Blood Drinker, Flayed Hauberk, Cursed Book, Black Periapt
> This guy will go with the unit of Blood Knights for magical support and extra insanity. While they're getting to the enemy, he'll be mowing down small diverters with Fire, repairing the unit, and holding over extra PD... when he gets to the enemy he'll also cast FSoR on himself for the initial charge - Red Fury & Blood Drinker will protect the unit after that, with Cursed Book maintaining safety against particularly nasty opponents. I'll use SCotN to raise wolves to the screen, or help bolster them for flanking if necessary.
Vampire, 190 - Ghoul Kin, Summon Ghouls, Book of Arkhan, Cadaverous Cuirass
Vampire, 190 - Forbidden Lore (Vampire Lore), Summon Ghouls, Staff of Damnation
Vampire, 190 - Forbidden Lore (Heavens Lore), Summon Ghouls, 2x Power Stone
> All of these vampires will start in a 10-man ghoul unit and either successfully repair and grow their units or divert enemy dispel dice with their actions. The real action will be when I unleash with my count's magic, but secondarily when I can cast Comets or other useful Heavens spells with those Power Stones on hand. All these Vamps are running full bore before first turn to sweep into the enemy as a light anvil while my cavalry seals the deal. In combat, they'll generally defer to Ghasts - I can just raise those back... this bastardly technique I've picked up from my local VC opponents - newbies to the army at best, but royal sh*ts to play with!
10 Ghouls, 88 - Ghast
10 Ghouls, 88 - Ghast
10 Ghouls, 88 - Ghast
20 Zombies, 80
5 Dire Wolves, 40
5 Dire Wolves, 40
> Zombies are only in the list to take up a Core slot, and there's two units of Wolves to screen my BK.
5 Black Knights, 225 - Barding, Musician, Standard Bearer, Hell Knight, Banner of the Barrows
> A good multi-purpose unit to run alongside the Vamp charge, or assist elsewhere.
5 Black Knights, 189 - Barding, Musician, Standard Bearer, Standard of Hellish Vigor
> A unit designed to flank and run through cover. Sneaky sneaky.
5 Blood Knights, 370 - Kastellan, Musician, Standard Bearer, Balefire Spike, Royal Standard of Strigos
> Front-assaulting beat-down to meet with the best of 'em, magical/flaming attacks to face regeneration/trees/spirit screen/etc., and Hatred for all and the Lord to boot! Needs screening but I've got that more than covered.
+++++
All in all I can't see where to clean up the list at all. I've done kind of OK with Necromancers lately, but this isn't really the right list to fit them anyway. Nothing in the way of Skeletons or Grave Guard seems right to me... the smart opponent will always outmaneuver the GG anyway, and destroy my movement spells. I want something that can get around even without the magic, and run circles around even the most bastardly VC players as well.
One thing I could maybe see doing is taking advantage of the Fell Bat fly-over screen technique, and run 5 of those instead of the Dire Wolves to cover my BK - they're faster, they're wider, they have more wounds, they're better in combat, they can leap over the enemy to the back for a rear-charge (or a cross-fire line if the enemy flees) and get out of the way better than Wolves in general. Any ideas how I could save 20 points?
Also, I couldn't really see fitting in even one Dispel Scroll, but I sure think I could use one. Maybe I could drop Cursed Book & Flayed Hauberk on the Lord, add in Nightshroud and a Dispel Scroll.
Comments, please! ~J of J&S~
This post has been edited by UnicornPower on Apr 7 2008, 04:57 AM
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| UnicornPower |
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Citizen of the Glade

Group: Wanderer
Posts: 425
Member No.: 150
Joined: 25-February 06

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Turns out I can't add or make up my mind... here's the new version: _____________________________________
The Burnin' Ghoulblin Tribe - 2253 pts. Vampire Counts
Vampire Lord - Nightmare, Magic Level 3, Forbidden Lore (Fire), Red Fury, Summon Creatures of the Night, Blood Drinker, Flayed Hauberk, The Cursed Book, Black Periapt
Vampire - Forbidden Lore (Heavens), Summon Ghouls, Talisman of the Lycni, Power Stone, Power Stone
Vampire - Forbidden Lore, Summon Ghouls, Staff of Damnation
Vampire - Ghoulkin, Summon Ghouls, The Cadaverous Cuirass, The Book of Arkhan
10 Ghouls - Ghast
10 Ghouls - Ghast
10 Ghouls - Ghast
5 Dire Wolves
5 Dire Wolves
5 Black Knights - Barding, Hell Knight Musician, Standard Bearer, Banner of the Barrows
5 Black Knights - Barding, Musician, Standard Bearer, Standard of Hellish Vigour
4 Fell Bats
5 Blood Knights - Kastellan, Musician, Standard Bearer, Royal Standard of Strigos
+++++
2253 points 63 models (88 US) 8+1 PD, +2/+2 PS, & 2 bound-spell items 7+1 DD ___________________________________
Also to note, I won't be using FSoR AND my Blood Drinker, just either or!
~J of J&S~
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| Geep |
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Citizen of the Glade

Group: Ancient
Posts: 2,455
Member No.: 63
Joined: 4-January 06

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The second list seems good to me. Will you be taking it to tournaments? Do tournaments in your area allow any points over 2250? Choosing what to drop if you need to lose 3 points may be hard.
This army will still struggle against a gunline, even with your screening units. Once they're dead blood knights can be led away, taking your lord with them and they and black knights are not as resistant to shooting as you may think. You can of course try and heal them with magic, but then you'll have little magic left to support your centre small ghoul units.
Let us know how any games go.
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