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New Vampire Counts book in hand; Send your questions
Topic Started: 15th January 2012 - 05:18 PM (2,974 Views)
Rakchew
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Its a leadership test. However much you lose by that how many wounds the unit takes, distributed as per shooting. You test at the end of the phase if you general dies. Then at the beginning of each of your turns, if you don't have another Lore of Vamps user you must test again.

Units with the 'Vampiric' special rule do not test.
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Grey Seer Exahm
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Gribbly
I guess this is the general VC thread?

Honestly, I'm not too worried. I've been following the rumors and two of my friends have the book and as a whole, the army is severely underwhelming. There doesn't seem to be any synergy between units while none seem good enough to hold their own.

As for the Strigoi Ghoul King, he's got the stats of an Ogre Tyrant, yes, but he can't take any magic armor. So at best he can take a Talisman of Preservation to get a 4+ ward, which still isn't great. A Fellblade will still stab his face in.
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Rakchew
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Naw. This is just a "hey i got the book. If you have any questions ask them" thread.

They actually have a pretty good amount of synergy, and the only way we'll know for sure is when they have been combat proven.

As for the Ghoul King build from earlier (if legal with magic item allowance). It would DEMOLISH a fellblade wielding warlord 95% of the time. And it should, because its literally more than double the cost.
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SkavenDan
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Yeah but the answer to everything is slaves and cannons ;) survive this blood sucker!
Do they have a good banner now they lose the regen?
Edited by SkavenDan, 16th January 2012 - 01:34 AM.
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lockwood
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was i the only one who read there new 6th spell i mean i fell i beats purple sun not buy much but i still good

think about P sun and there new 6th on the field at the same time

and yes i know the odds of getting then both off in the same game are low but still
toys go boom kill all man-thing, got to find more man-thing so toys can go boom again '

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Hong
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Mathusala0
15th January 2012 - 08:22 PM
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What I meant to say was they make you test on 3 dice and discard the lowest. (sorry about that)


what happens to lizards, which rule proceeds the other. cold blooded or this one.

see, already found a problem. GW you don't know how to write.

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and another thats test at LD-3 or reroll successful to hits for the phase.
oh look my slaves will never kill your black knights now... oh wait... they never did anyway.
GW FAQed long long time ago........

Q: When a unit with the Cold Blooded special rule is required to add or subtract additional dice for a Leadership test, how does it work? (p41)
A: Take the test on however many dice it would normally be taken plus the extra dice from the Cold Blooded special rule and remove the highest. For example if a normal unit would take the test on 3D6 and add them together a Cold Blooded unit would roll 4D6, take away the highest and then add the remaining 3 dice together.

In other words, roll 4 dice and discard highest and lowest
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Rakchew
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SkavenDan
16th January 2012 - 01:08 AM

Do they have a good banner now they lose the regen?
Nope. They have a +1 to hit for all Wight-based models (GG/BK/WK/Kremm) banner , and the only other banner option is one that makes you take fear tests on 3 dice and discard the lowest. Which is kinda neat, if they start failing fear tests, Skeletons and above will start hitting on 3's.

I am pretty sure those are the only 2 in the book right now.
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SkavenDan
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Yeah they lost a lot I think but the new units are rather balanced now I have read the book myself.

Would anyone use the vamp power to reroll a power dice in the magic phase? It seems silly expensive.
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Flem
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SkavenDan
17th January 2012 - 01:15 AM
Yeah they lost a lot I think but the new units are rather balanced now I have read the book myself.

Would anyone use the vamp power to reroll a power dice in the magic phase? It seems silly expensive.
I heard that it doesn't say friendly magic phase, now that can't be right can it?
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SkavenDan
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It says when rolling 2D6.

So how can it be the enemies magic phase?

The obvious meaning that YOU the VC player has to be the one doing the rolling no doubt it will be in FAQ 1.1 if worded badly.
Edited by SkavenDan, 17th January 2012 - 02:20 AM.
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lockwood
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to spite the fact that you can only cast each spell once per wiz i think the vamps are going to still make just as many new motels as be for if not more so

by having 4 to 5 wiz on the bored all casting the lvl 0 which for zombies gives them a 2d6+wiz level and anything with in range a 1D6+wiz level + ever time your spell go's off you get +1 from the school

i do think they maybe in first place on the cost to buy them easily reaching $800 which is why i will not be playing them i could get two army's for the price
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Mathusala0
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right, but buy having 4-5 wizards thats 4-5 wizards worth of points (and they ain't cheep) not going to other things, unlike before where you have a single wizard spam a million spells on his own, meaning you weren't wasting points. every race can put down a lot of wizards and spam spells.
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Scarr, Reincarnated
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I think their magic has been nerfed a bit, but the book is still very good and balanced. I think it was good that they removed Grave Guard deathstars. It's going to make people happy. (I know a guy at my club who especially will like it)
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IronShark
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Their current peak competitive builds have lost power. A lot.

As you probably know, Ghouls, Grave Guard, and some magic support were the workhorses of the previous vampire book.

Ghouls got significantly more expensive, can no longer be raised past starting strength, can no longer receive a free march move before the game.

Grave Guard will no longer have the Drakenhof Banner, or even the Blood Keep banner.

The support will no longer hand out WS 7 to a unit. Forbidden Lore no longer grants loremaster. Vampires other than the general no longer allow units to march. Invocation, while it can now boost multiple units with one cast, can no longer be re-cast to boost a particular unit that really needs it. The new Master of the Black Arts can potentially add 2 or even more P-Dice to the pool, but it's 50% more expensive and less reliable.



Skellies and Zombies definitely got boosted up. Zombies improved a lot. But considering Zombies were easily the worst unit in the entire game by a substantial margin, a boost doesn't mean they're OP now, or even balanced. Consider that they're the same points as a Night Gobbo, have lower WS and Movement, don't come with a shield, and don't benefit from Steadfast. Yes, they're unbreakable, and won't easily panic if out of the General's range (unlike gobbos), they also can't march if they're out of the Generals range. Assuming both are in General/BSB range, the Gobbos handily outclass the zombies in many situations.

Skellies are in the same boat; simply outclassed by other armies models of similar points. Fear is pretty weak, and I am unconvinced that Unbreakable/Unstable is an advantage in 8th for 'hordey' type units.


One thing they can do to a greater degree than before is spam the Ethereal units. Us Skaven, with our profusion of magical attacks, can sneer at Ethereal units, but I can see an ethereal heavy army giving a great many armies big problems.


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Sleboda
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On ethereal spam-

Indeed.


The list I am toying around with now has:

3 hero banshees
10 wraiths with a banshee leading them
Three units of hex wraiths
Three single model spirit hosts

...and a lot of zombies.

Sure, I'm going to take some damage from the odd magic missile, but I'll wager I can dispel enough of those that my 12 inch movement ethereal host will arrive at the enemy's lines largely intact. Start banshee screaming and watch things melt.
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