Title: 2k lists to be played against dwarves
Description: please comment on the lists and choose 1
manffred von carstein - July 30, 2005 04:09 PM (GMT)
blood dragons 1998pts total
characters
vampire count (lv.2 wizard/wristbands of black gold/enchanted shield/red fury/sword of might)with grave guard 330 pts.
wraith(cursed book) with zombies 140 pts.
necromancer(lv.2 wizard/book of arkhan/gem of blood or cascet of ages) with skeletons 150pts.
vampire thrall(barded nightmare/h.armour/shield/red fury/sword of might)with black knights 148pts.
core
20 skeletons(full command/l.armour./spears/shields)245 pts
20 zombies full command 135 pts.
6 dire wolves(doom wolf)70pts.
6 dire wolves(doom wolf)70pts.
special
4 fell bats 80pts.
16 grave guard(full command/halberd/shield/warbanner)295pts.
10 black knights(full command/barding/banner of barrows)335pts
power dice:5
bound spells:1 or 2 lv.3
sylvania total 1984pts.
characters
vampire lord(barded nightmare/lv.3 wizard/aura of dark majesty/book of arkhan/crown of the damned/great weapon/enchanted shield)452pts.
vampire thrall(barded nightmare/h.armour/greatweapon/cursed book)146pts.with drakenhof templars(black knights)
vampire thrall(wolf form/great weapon/flayed hauberk)134pts.(with grave guard)
20 skeletons(full command/l.armour./halberds/shields)225 pts.
6 dire wolves(scouts/doom wolf)76pts.
6 dire wolves (doom wolf)70pts.
4 fell bats 80pts.
black coach 175pts.
16 grave guard(full command/halberd/shield/warbanner)295pts.
10 black knights(full command/barding/banner of barrows)335pts
power dice:5
bound spells:3 lv.4(grave markers)/1 lv.3 ;)
Derfel - July 31, 2005 09:09 AM (GMT)
I said this before and I'll say it again: 16 is a terrible number for infantry, especially expensive infantry. It seems you're very fond of your halberd-armed grave guard, making them more expensive than normal, so in your case 16 is an even more terrible number.
Your character setups are also slightly poor.
Blood Dragon Army
Count: if he's going to be in the unit all the time, drop the wristbands. Give him a great weapon: there is seriously nothing much that can make the 2+ armour save worth taking. The only thing in the Dorf list that can hurt him much at all also happens to negate your high armour save entirely: Rune of Might on a Dorf Lord. S8. Just be aware this possibility exists, and keep your Count away from his Lord. With great weapon, moreover, he can cut through the short little tin cans more effectviely, for far less points. If you're worried about striking last, let's just say, you shouldn't be. You will always get the charge - or should, anyway! And you should be winning in 1 turn. Even if you don't, they seriously can't hurt you, except for the Dorf Lord.
Wraith: That's perfectly fine. Once the cannons are down, though, he should leave the unit and make his book work in the places that need it more.
Necromancer: Book is fine, take a scroll. You need at least one in almost any army.
Thrall: just give him a great weapon. S7 is too good in this edition to pass up.
Sylvanians
Lord: you may not take the Enchanted Shield. You are allowed no armour of any sort, except barding on your steed. Stupidity is just one of those things. I don't condemn the Crown outright, but personally I'd never ever take it. Ld 10 is not invincible.
Wolf Form thrall: make sure he doesn't stay with the grave guard all the time, that's all. Bit of a waste if he does.
manffred von carstein - July 31, 2005 03:09 PM (GMT)
thanks for the advice derfel.let us consider some things though.first of all wristbands are a necessity due to the 2 bolt thrwers/1 flame cannon/1 cannon.
secondly,i've tried the 16 grave guard in many games and works just fine.
thirdly,a high armour save would be valuable if don't break the enemy unit with the lord however unlikely.
in addition,there is no need for a dispel scroll.
(as for the great weapon for the trall good idea)
SYLVANIANS
why the character is not allowed armour .it's magic armour!
now regarding the trall he'll probably go war machine-hunting!
Derfel - July 31, 2005 05:24 PM (GMT)
Oh right, against Dorfs. Sorry. At certain points in my post I was thinking of generic lists and forgetting what your opponent would be.
About blocks of 16: it won't lose you the game, but it certainly is a weak point in the list. This part of your list at least could be better.
The BRB (Big Red Book) says very clearly: if a character is not allowed mundane armour options, he may not take any magic armour.
You have Look Out Sir. Wristbands are really a waste of points. The BTs can't target you unless you're doing silly things. The odds of the cannon being able to kill you are miniscule. Consider all the rolls he has to make, especially if you simply trade it in for the generic 5+ Ward Save which is more useful by far.
manffred von carstein - July 31, 2005 05:30 PM (GMT)
i'll consider20-25 grave guards for2.5k games.
as for the rules i'll check it again and what doyou suggest to replace1.enchanted shield/2.the wristbands?
Derfel - August 1, 2005 05:01 AM (GMT)
For the blood dragon: Ring of the Night. Generic 5+ Ward Save for anything. Alternatively just save the points. Periapt is also a viable choice: turn those useless dispel dice into something useful.
For the Sylvanian: definitely Periapt. Look at that 15pt gap. It's screaming to be filled with the Periapt, for the same reason as above. Actually the Periapt is useful all the time. One of the best magic items the VC has.
manffred von carstein - August 1, 2005 01:43 PM (GMT)
does the periart transform the unused dispel to power dice?AGAINST DWARVES SHALL I DROP THE ZOMBIES FOR A 2BSE SPIRIT HOST ACTING AS A SHIELD AND LET THE WRAITH GO FOR THE WAR MACHINES? ;)
manffred von carstein - August 1, 2005 05:48 PM (GMT)
WHAT ABOUT HAVING A TWO-BASE SPIRIT HOST FOR SHIELD(DOES THE FLAME CANNON HURT IT?)AND LET THE WRAITH GO WAR MACHINE_HUNTING ;)