Hordes of the Undead! The Core Units of the Vampire Counts
January 31, 2012 by darrell
Video Sponsors: Battle Foam - Dark Age
Andy and Darrell examine the shambling hordes that will bring terror to your opponent by taking a look at the Core Units from the Vampire Counts Army Book.
Important omission in the Zombie special rules: When affected by the special rule of the Coprse Cart, they loose “always strikes last” and gain “always strikes first” in its place (instead of just striking in initiative order, which would still make them strike last most of the time anyway). Not wanting to nitpick here, but it is actually a big deal with the sheer number of Zombies your likely to fieln in any individual unit…
Where is the love for the Ghouls ?
Surely a fluff centric Ghoul army is keeping Darrell awake at night ?
If you are liking skeletons you picked the wrong army…excactly why I sold my VC army and went Tomb Kings
Good vid enjoying vamp week so far. I suppose maybe a smaller ghoul unit because of poisoned attacks may be useful? But yeah zombies look the way to go
Slaves are 2pts and on the surface look better too. Only plus (and perhaps why they may be better) for Zombies is how easy you can raise them.
Not forgeting the fear. Quite a large precentage of time your opponent is going to be WS1 too, due to failed tests. How long until GW reduce the zombies to 10 per box and what ever price they charge now for them. Ghouls were good in the last book but they were 2 points cheaper, not sure for 10 points each. Don’t forget though every wizard can have invocation of nehek as it’s the signiture spell. Cast it with you level 1 wizards first at the low level. See your opponent either have to dispel it or you get it… Read more »
zombies are good, but again they are a pure tarpit unit, 5 wide 40 big is good enough for that, problem with them is that they really will die in droves. Skellies offer you better survivabilty and a bit more offence so are good as an all rounder unit and something to bunker a character in. Ghouls are amazing, not for ten points no but when they were 8 points the amount of damage output they have is just so awesome, so i see these being at max 40 big, probally 30 but there to run into things like orc… Read more »
I’m with you…will be running a combination of skellies and zombies
Crypt Ghouls and Dire Wolves all awesome.
If you filled your minimum core requirement with zombies you’d have 208….5 units of 40…..first magic phase with a level 4 you have 250….and they keep growing….to be safe you’d need roughly 300 to go according to this plan. Then you raise more units of zombies….
for a 2500 pt game…
Can you raise a unit of Zombies using the spell whos name I have forgotten and then add to it in the same magic phase using Innovocation of Nehek ?
Raise Dead is the one your thinking of and Invoc just says any undead within a area so if raise is cast and you then get nehek off yet would be possible same as if you were a necromancer with master of the dead and did it with skeletons. Might not be a bad tactic actually summon a decent zombie block in front of a unit you need to slow down and then bump it up a bit to act as a road block for a turn.
seriously guys, these videos look at each unit individually. You cant do that in WFB. You have to take into concideration everything in the book together. Like see the below example: A unit of 40 Skelly warriors against a unit of 20 High Elves doesn’t matter which. Cast Vanhel’s and Hellish Vigour on the Skelly Warriors have the Corpes Cart behind giving them ASF. Two Units attacking each other with ASF strike each other at the same time. The high elves lose the rerolls to hit but the skellys warriors will still have rerolls to hit and wound. They will… Read more »
Is there still not some advantage to a unit of 10 skeletons to act as a bunker for casting vamps or the new lord necros? Cheap way to get the lookout sir at 2+ with being sat in the front rank of a fighting horde?