I decided to dream up a Vampire Counts list myself. I'll be looking forward to your feedback!
I have also added it to the Google doc.
Introduction
I only played a few games, but I love to spend my time creating army lists on paper. Anyway, I wanted to do a Vampire Counts list that could be competitive (at least on paper), without relying on Nagash (and preferably not relying on heavy summoning).
Army List
Konrad von Carstein - 5 Wounds
Heinrich Kemmler - 10 Wounds
4x Necromancer - 30 Wounds
1x Wight King - 35 Wounds
4x Morghast Archai - 59 Wounds
1x Mortis Engine - 71 Wounds
1x Corpse Cart - 77 Wounds
43x Zombies - 125 Wounds
Strategy
Okay, so maybe it’s not the most exciting thing to play, but I think it would do well in a competitive environment. The idea is to keep your heroes in the middle of your zombie swarm, while everyone shambles forward. I’ll describe each unit’s function in your army, and then continue with the actual strategy.
Konrad von Carstein
Konrad is your General, he’s there to bring some pain in melee, but mostly for his Entourage of the Damned. It allows you to re-roll failed casting attempts of all your wizards with the NECROMANCER keyword.
Heinrich Kemmler, the Lichemaster
Heinrich’s purpose here is to pose a threat magic-wise. However, his Lichemaster ability will keep him alive, using the Morghast Archais to soak the damage. You can always use Heinrich’s Invigorate ability to heal them back up. He can heal each Death model 1 Wound per turn, and cast something else as well.
Necromancers
You’ll use your small coven of Necromancers to buff your “zombie rape train” - as people like to call it. You’ll be casting Mystic Shields on those rotting corpses, or blast Arcane Bolts when you can. If your zombie horde is dwindling, use them to Summon Zombies to strengthen your zombie shield. At the start of battle, you may want to Summon Bat Swarms close to your enemy ranged units as well.
Wight King
The Wight King will be hanging out with Heinrich & co. waving his Infernal Standard. Since all your units are packed, he won’t be planting his standard - the 9” bubble should be sufficient, allowing you to still shamble forward. Oh right, what that bubble does? It has a chance to keep your models alive. It’s a slim chance, 1 out of 6, but it can save your more expensive units, and will slow down your opponent’s attempts at hacking at your zombies.
Morghast Archai
Okay, so these bad guys will be protecting your fragile casters. Whenever one of your necromancers, or Heinrich, suffers a wound, one of the Morghast Archai should take the hit instead. They are a little bit more sturdy (and more expendable) than Necromancers - and their armor gives them a chance to prevent mortal wounds (which they get while covering for a Necro). With 3 3-dmg attacks at rend-2 they’re not too shabby in combat either. Oh, and they make your casts easier to succeed!
Mortis Engine
The Mortis Engine is mostly in here because I love the model. But its rules are pretty good as well; an AoE attack at 9”, easier casting for you and harder casting for your opponents, as well as chances of mortal wounds in close combat. Then there is its Reliquary, which allows you once to AoE heal D3 wounds to all DEATH units, AND deal D3 mortal wounds to all non-DEATH units - useful when you’re being overrun.
Corpse Cart
The Corpse Cart has two purposes; it makes it easier for your Zombies to hit, and makes it easier for your casters to cast. Alternatively, you could make it harder for your opponents to cast by slapping a Balefire Brazier on there. I think the Unholy Lodestone’s +1 to casting roll is more beneficial in this set-up, though.
Zombies
All aboard the Zombie Rape Train - or so they call it. These zombies should be fielded in bulk, and when I say bulk, I do mean bulk. Never allow them to get lower than 30 models. With 30+ models close by a Corpse Cart, these guys hit at 2+, and wound at a 3+. Now, consider that a single Necromancer can make them pile in and attack twice. That’s a terrifying amount of damage - but that isn’t good enough; for every kill there is a small chance for another zombie under your control. Now consider that you have a Standard Bearer, returning D6 dead zombies back to unlife in your hero phase. These guys will swarm your enemies, and can be used as (literal) meat shields for your Necromancers.
Bat Swarms (Summoned)
Your greatest weakness are probably ranged oriented armies, but guess what, you can summon. I prefer to see summoning as a ways to counter certain strategies, rather than a strategy on its own. So, Bat Swarms it is - why? Simple; they reduce your opponent’s chances to hit during the shooting phase. They don’t hit hard, they don’t hit a lot, but if they hit, they regenerate their full health. Use them to harass your opponent’s archers. Note that when summoned (on a mere 5+... which is almost an auto-cast with all your buffs) they come in a unit of 3; that is 15 wounds for your opponent to cut through.
Terrorgheist (Summoned)
I’m not a big fan of it, but we’re talking competitive here - only summon a Terrorgheist if your opponent is bringing cheese, or as an “if all else fails”. It has a casting value of 10, which is steep, but it should be doable by your coven. Once the cast is successful, put the Terrorgheist close to your opponent’s ranged units, and shriek and shred at them with all you’ve got - it should relieve your coven of some stress.
How to use it
Your army is slow, you know it, and your opponent knows it. Basically, I would make a square with all my units, and shamble forward to my enemy. The heroes should be in the middle, surrounded by the zombied, with a morghast at each corner. The Mortis Engine and Corpse Cart should be added in as well. Just make sure you have at least 1 line of zombies around each of your units; they are your literal meat shield. You’re very weak against fast and/or ranged armies, so use your magic to deal with that - summon to counter your counters. Playing with necromancers without practising necromancy at all is a bit silly.