Kroxigor
Lawot
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Forum consensus seems to be that Vampires are difficult to beat, at best, and impossible at worst. Now, maybe an all-comers list would inherently have trouble with VC's, but when something seems impossible to beat, it makes me think that we just need to get creative.
I've got no experience fighting VC's, but thought I might contribute a few ideas, and let those who have faced them on the field give their feedback about what would work. Not all of these seem like "good" ideas, at least not on their own, but I'll submit them anyways...after all, unpredictability is its own asset to the General.
1. Frenzied Skink Horde:
Skink BSB + Skavenpelt Banner in a massive horde of Skinks. I figure that Skeletons and Zombies are some of the only units that our Skinks actually have a chance of dealing with in Close Combat. 40 Attacks, and enough Skinks to have a chance at keeping Steadfast...could that be enough to grind down an Undead block? Maybe throw a Krox or 2 in there for good effect? Timewarp would help, too.
2. Stegadon Ethereal Hunter
Ancient Stegadon for its Giant Blowpipes, with either Flaming Sword of Rhuin, Enchanted Blades of Aiban, or a Skink BSB + Banner of Eternal Flame. That's a lot of magic attacks, both ranged and CC.
Alternatively, Skink Chief with Stegadon Warspear + Flaming Sword of Rhuin or Enchanted Blades.
3. Terradon Ethereal Hunters
Same idea, but with the necessary magical support in a unit of Terradons, for the mobility and shooting capabilities.
4. Vampire-Slayer Beasts
An Oldblood as a chosen champion for a Lore of Beasts Slann. I know the Vampire Lords are bad, but are they really something that an Oldblood with +3 A, +4 S, and +4 T couldn't handle? Plus, all those buffs should let him take down monsters and swathes of infantry with ease, right?
Alternatively, I have seen the Combat Slann on this site before. This is fully-loaded build, but something like this:
Slann
Mystery
Rumination
Higher State
BSB
Fencer's Blades
Crown of Command
Aura of Quetzl
Lore of Beasts
WS BS S T W I A Ld
10 0 7 8 5 2 5 9
Stubborn, Magical Attacks, Hit on 5+ by elites and 6+ by rank and file, only affected by magical attacks.
Many not against a Vamp Lord, but a Hero?
5. MSU Huddle
My thinking here is this: We kill Vampires by CR, not wounds, right? So the more we can do to stack CR against the unit his Vampire is in, the quicker we finish him off, right? So what could be better than negating his rank bonus via disrupting units in the flank and rear?
So, one unit hefty enough to take them on from the front (Saurus?), while Skinks, Terradons, Salamanders, Krox, whatever huddle in from the sides and rear. As long as one of the flanking units (Cohort or Skrox) has a second full rank, we get at least +4 static CR (flank, rear, one rank after the first). They lose their rank bonus, leaving them with only the wounds they inflict (assuming we both have standards).
Plus, if it turns out that we can't outgrind them, then why bother bringing big blocks at all?
6. Skink Chief Necromancer Assassin
Nothing new here, of course. Just a Skink Chief in one of the few roles they can do, armed with Sword of the Hornet, Piranha Blade, Bane Head, or something similarly suitable for an assassin. Swoop in to take out a Necromancer as soon as possible.
7. Lifebloom Attrition
A Saurus and Kroxigor-based army, with a Life Star at the center. The enemy's Invocation is AOE, but each wound we resurrect is a lot more in points - I'd take D6 Temple Guard over D6 Skeletons any day. What would we have to do to outgrind the Undead?
Finally, the first time I play against VC will likely be in a 2v2, in which my partner will be High Elves. Two strategies come to mind with them in the game:
1. Coven of Light: Slann. Archmage, and Mage, all with Lore of Light, to make Banishment really nasty.
2. Magical Shut-Down: Becalming Cogitation, Cube of Darkness, Vortex Shard, and Annulian Crystal. Gives us a dispelling edge in every turn, but specifically allows us to shut down 1-2 enemy Magic phases entirely. Wait until we get locked into CC, and then see how the Undead fare without any magical support!
I hope there's something useful here! Any other wild brainstorming is encouraged, as well!
I've got no experience fighting VC's, but thought I might contribute a few ideas, and let those who have faced them on the field give their feedback about what would work. Not all of these seem like "good" ideas, at least not on their own, but I'll submit them anyways...after all, unpredictability is its own asset to the General.
1. Frenzied Skink Horde:
Skink BSB + Skavenpelt Banner in a massive horde of Skinks. I figure that Skeletons and Zombies are some of the only units that our Skinks actually have a chance of dealing with in Close Combat. 40 Attacks, and enough Skinks to have a chance at keeping Steadfast...could that be enough to grind down an Undead block? Maybe throw a Krox or 2 in there for good effect? Timewarp would help, too.
2. Stegadon Ethereal Hunter
Ancient Stegadon for its Giant Blowpipes, with either Flaming Sword of Rhuin, Enchanted Blades of Aiban, or a Skink BSB + Banner of Eternal Flame. That's a lot of magic attacks, both ranged and CC.
Alternatively, Skink Chief with Stegadon Warspear + Flaming Sword of Rhuin or Enchanted Blades.
3. Terradon Ethereal Hunters
Same idea, but with the necessary magical support in a unit of Terradons, for the mobility and shooting capabilities.
4. Vampire-Slayer Beasts
An Oldblood as a chosen champion for a Lore of Beasts Slann. I know the Vampire Lords are bad, but are they really something that an Oldblood with +3 A, +4 S, and +4 T couldn't handle? Plus, all those buffs should let him take down monsters and swathes of infantry with ease, right?
Alternatively, I have seen the Combat Slann on this site before. This is fully-loaded build, but something like this:
Slann
Mystery
Rumination
Higher State
BSB
Fencer's Blades
Crown of Command
Aura of Quetzl
Lore of Beasts
WS BS S T W I A Ld
10 0 7 8 5 2 5 9
Stubborn, Magical Attacks, Hit on 5+ by elites and 6+ by rank and file, only affected by magical attacks.
Many not against a Vamp Lord, but a Hero?
5. MSU Huddle
My thinking here is this: We kill Vampires by CR, not wounds, right? So the more we can do to stack CR against the unit his Vampire is in, the quicker we finish him off, right? So what could be better than negating his rank bonus via disrupting units in the flank and rear?
So, one unit hefty enough to take them on from the front (Saurus?), while Skinks, Terradons, Salamanders, Krox, whatever huddle in from the sides and rear. As long as one of the flanking units (Cohort or Skrox) has a second full rank, we get at least +4 static CR (flank, rear, one rank after the first). They lose their rank bonus, leaving them with only the wounds they inflict (assuming we both have standards).
Plus, if it turns out that we can't outgrind them, then why bother bringing big blocks at all?
6. Skink Chief Necromancer Assassin
Nothing new here, of course. Just a Skink Chief in one of the few roles they can do, armed with Sword of the Hornet, Piranha Blade, Bane Head, or something similarly suitable for an assassin. Swoop in to take out a Necromancer as soon as possible.
7. Lifebloom Attrition
A Saurus and Kroxigor-based army, with a Life Star at the center. The enemy's Invocation is AOE, but each wound we resurrect is a lot more in points - I'd take D6 Temple Guard over D6 Skeletons any day. What would we have to do to outgrind the Undead?
Finally, the first time I play against VC will likely be in a 2v2, in which my partner will be High Elves. Two strategies come to mind with them in the game:
1. Coven of Light: Slann. Archmage, and Mage, all with Lore of Light, to make Banishment really nasty.
2. Magical Shut-Down: Becalming Cogitation, Cube of Darkness, Vortex Shard, and Annulian Crystal. Gives us a dispelling edge in every turn, but specifically allows us to shut down 1-2 enemy Magic phases entirely. Wait until we get locked into CC, and then see how the Undead fare without any magical support!
I hope there's something useful here! Any other wild brainstorming is encouraged, as well!