Carnasaur
The Hunted
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obiwan29026 said:Heres a few tips i use against vamps. Drop ranked units of skinks and any kroxigors. For my core I would take 3 units of skirmsh skinks. Two with blowpipes and one with javilins since there always hitting on 4's mostly. I like to take 2 units of 12 saurus with command and spears for the rank bonus. Saurus cavalry are good for the purpose that they cause fear so they cant be outnumbered by a fear causer since they theselves cause fear. The two eotg are nice but I like to take one eotg and another reg steg with war spear. In most cases tat will run through a unit. Add terridons to your list! there a must. Sometimes i like to run a unit of 4 with a close combat chief in the unit for hunting your lvl 2 vamps or your casting vamps. Drop your rocks, throw your javs, then rear charge on your next turn.
I don't quite agree with some points you state.
Do not put command on units of 12 saurus warriors, naturally; DO put spears on them. Command only becomes interesting in unit sizes of 15+.
Ranked units of skinks are not that usefull vs VC. Kroxigors are nice against the non-infantry. Against non-infantry blocks the Kroxes can do heavy damage on anything they face. If they face blocks, they will not make it. A unit of Skrox is also an option, solely to hunt down a vampire. This unit isn't stupid, can take care of wolves/bats and can squash a vampire. With some luck, they might hold out as well (for a short while).
2 EotG is overkill and non-sporty. Anytime any day.
1 EotG is nice, and fair game. More like; hard but fair.
Terradons are always good, against any army. However, if you put a skink chief inside the unit; they become so expensive that it is simply not worth it anymore.
1 unit of 4 should do well in any case. 2 units of 3 are likely even better. And 2 units of 4 is for those who really love Terradons.
There are some simple builds that the vampire hero's can use:
-Magic
-Combat
-Hybrid
The magic vampire will not have any protection (or none to speak of). And once you get him, his magic phase will suffer.
The combat vampire has good protection and strong offensive capabilities. Try and avoid at any cost with vampire-hunting-squads. Engage with heavy stuff or do not engage at all. His 2 PD are manageble.
Hybrid, this vampire has reasonable protection, reasonable offensive capabilities and reasonable casting capabilites. I think this is the most dangerous vampire of them all. Because he is an allrounder, and in such a strong army; that's dangerous.
His downside is that he isn't good in anything. In close combat he will survive, but do nothing more. In the magic phase, he will raise his handfull of skeletons, but nothing more.
Get to grips your your opponents vampires. Read the book, read the powers he can give them, hang around on the VC forum. Check out some builds, and then you get a feel on how to tackle the bloodsuckers.
A Scar-Vet with CotJW is very unlikely to work. Because any VC general worth his salt will have unit champions in every unit that has a vamp inside...
Champs are always the first ones to be raised back, so endless challenging is very doable.
Sashu is right about the dispelling policy you have to do.
Summarized: only dispell when needed.
5 skeletons? no problem
a magical charge to get something out of the way? usually, not much of a problem.
a magical charge to get that hammer in your depleted saurii? dispel!
his last skeletons/ghouls that need help being revived? dispell some of them.
Once a unit is destroyed, it remains destroyed. This does not count for zombies, but even skinks can tackle a zombie. Though not in large amounts.
Happy hunting!
The Hunted