Foe: Vampire Counts

Lynx
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Lynx
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Joined: 11:15 PM - Dec 25, 2005

8:04 AM - Apr 05, 2007 #1

All discussion on how to beat the Vampire Counts is to be posted in this thread. The best tactics will be amalgamated into this post.
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macknight
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macknight
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Joined: 12:50 AM - Jul 05, 2006

12:58 AM - Apr 06, 2007 #2

target non block enemies like wolves, knights bats etc. they tend to be on the flanks too, once they are down the blocks will be flanked and crumbles.

of course this is easier said than done; another way is to take a loaded up hero or lord and charge right for the vc general, its a gamble as their lord is usually pretty tough as well.

versus vc a fast mobile army tends to do better against them, also take many immune to psych units as possible.
'Life is geater than death, but love is greater than either.'
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Silly Dragon Elf the Third
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Joined: 9:26 AM - Feb 27, 2006

1:51 PM - Apr 06, 2007 #3

Against vampire counts eh?

Ok lets go...

Skeletons:
These buggers aplenty on the battle field. With the ability to 'summon' or 'raise' in a 18" range of the caster, adding to units or making new ones appear. The best way i found to take down these gits is to get wild riders in a flank or rear. One unit of 5-6 even without command should do enough to hold them for many turns. As wild riders get their +1A after the charge and still S4! with horses and negating ranks you got the skeletons crumberling every turn (or should have). Wardancers are usually a bad choice. They would kill lots on the charge but the unbreakable hordes would hold them their while their momentum is lost.

Zombies:
LOL! (lol) . But don't be fooled! At alot of numbers these guys can break many units! Easier to 'raise'. Usually theses are used as a cheap way of flanking your own flanking force of say wild riders (which is very bad!).

Dire wolves:
Can't be raised. But they are very cheap fast cav. They can be a threat to our wardancers and glade guard. But its the same the other way round. Shoot these guys as you can't afford to have these take your flank control! Alter anyone?

(as for the fell bats and bat swarms i have yet to fight them and also the ghouls).

Grave guard:
The best thing about these are they can't be raised. I found again that wild riders did these guys in the flank and was very nice! They have good armour saves and can hit back quite hard too. Rake up the combat rez and watch them crumble.

Black knights:
Same as grave gaurd but with the additional threat of more armour and higher movement. These are a blight on the flanks! and due to their usual 2+ AS they are hard to shift from the flanks. In theory glade riders leading them around in circles would work well but as he will proberly know Glade riders don;t stand a chance he will most likely ignore you and go for your more threatening wild riders (which can't flee!). These guys i have the must trouble with but i have found that wardancers do well. Killing blow is good if you can get at least 3 kills but otherwise your taking the break test. Tkae care with these and if you have Eternal gaurd, then watch out for the flanks and try and charge their front and kill them combat rez!

Spirt hosts:
Ouch these guys do do alot against our Asrai but nothing against our forest spirits! Remember FS have magical attacks!

Banshee:
Banshee + Dryads = dead Banshee. Enough said really. These aren't much of a problem with so many immune to physcoloy troops at hand.

Black coach:
Hiss....boo!! One of the best chariots in the game...once it gets rolling! Kill it quickly! Most likely it will go for the weaker troops such as Glade guard. But if used properly teh player would go for your immune to physcolgy troops such as wardancers as they wont flee and it will get many kills from them. If you don't get a chance to kill it quickly then use terrain to your advantage. Treesinging can keep it at bay for a while.

Heroes:
Cheap necromancers using in my opinion one of the best lores in the game. Very strong vampires and the unique bloodline powers give these guys something for you worry about. It would be hard to predict what your opponents have gone. Again combat rez will crumble these. Lone necromancers? Charge them they can't flee!

Overall:
Make sure you got at least some kind of magic defense and lots of mage hunters! We have very good units for that job too (glade riders, warhawks, waywatchers, great eagle? or even a small unit of wild riders wih no command will do well). Their units are below par stats but their characters make up for them. Do not go toe to toe with a vampire unless you got something like annoyance of netlings!

Kill the general and you kill the army.

Don't know how useful that will be. But i tried.

SDETT
Washing Machines ARE Evil! They Steal Socks! They Eat Cats! But Worse Of All They Beep at you when their cycle is DONE!
Humans are strange creatures, in a world that holds such fascination and wonder they have managed to invent boredom.
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Geep
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Geep
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Joined: 8:54 AM - Jan 04, 2006

2:03 PM - Apr 06, 2007 #4

If you know your opponent loves ethereal troops a spellsinger in a unit of glade guard with a Resplendance of Luminescence works wonders- all attacks are now magical, so those annoying spirit hosts and banshees don't stand a chance.

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UnicornPower
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UnicornPower
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Joined: 7:22 PM - Feb 25, 2006

11:31 PM - Apr 25, 2007 #5

Black coach:
Hiss....boo!! One of the best chariots in the game...once it gets rolling! Kill it quickly! Most likely it will go for the weaker troops such as Glade guard. But if used properly teh player would go for your immune to physcolgy troops such as wardancers as they wont flee and it will get many kills from them. If you don't get a chance to kill it quickly then use terrain to your advantage. Treesinging can keep it at bay for a while.
Yes, the one time J. used his black coach, he went for my glade guard. They managed to lock it up in combat for several turns until my treekin could come to the rescue and smash it to pieces! Of course it may also have helped that I put my BSB carrying the Royal Standard of Ariel in with the Glade guard.
So the moral is, I would attack that thing with treekin again in the future!

~S~


"I'll call for help, Jason..." - Perry Bible Fellowship (Nice T-Shirt)
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DavidJM
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DavidJM
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Joined: 8:21 AM - May 31, 2006

7:29 AM - Apr 26, 2007 #6

Ghouls are the VC version of our dryads. 2 x strong attacks, skirmish and good toughness. they are not imune to running away though and have no armour.

Don't forget as i always do that VC have a mass of move spells and can quickly cover ground to put a charge on your units. I have fallen foul to this on 2 occasions. 20" away from a large unit of black Knights with BD Gen. 1 march and a van hails later and I've either lost a good unit or they are fleeing.

They will always out magic you so dispel scrolls, raidiants are a must to try and limit his casting.

Kill the mages to slow the army down.

Dave.
The Forest Weeps Not For Cowards.

Against-----------------P---W---L---D
Dwarves----------------1---1---0---0
Khorne daemon--------1---1---0---0
Khemri------------------1---0---1---0
Empire------------------2---1---1---0
Vampire Counts--------2---0---2---0
Chaos Mortal (undiv)--1---0---0---1
TOTAL-------------------8---3---4---1
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Quercia dei Eternita
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Quercia dei Eternita
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Joined: 10:25 PM - Nov 16, 2005

8:12 AM - Apr 26, 2007 #7

If you know your opponent loves ethereal troops a spellsinger in a unit of glade guard with a Resplendance of Luminescence works wonders- all attacks are now magical, so those annoying spirit hosts and banshees don't stand a chance.
lol if a VC players takes Ethereal units to the battlefield against WE, he's mentally ill. The basic unit I see back in each army is able to rip it apart in maybe just one turn: Dryads. They got magic attacks don't they? That's the bane of Ethereals. The only use to bring an Ethereal is a Banshee, but she won't do much against so many ItP units.
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Darkblade
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Darkblade
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Joined: 2:48 PM - Dec 25, 2005

10:55 AM - Apr 26, 2007 #8

Against VC then a proper magical defence is what you need the most. So a spellweaver+spellsinger and maybe even a branchwraith with COR will be your best friends. If you can hunt down a few mages and stop his most important spells then your going the right way.

Ohh and vampire lords/counts are scary....... very very very scary! So to stay away from them and when you attack their unit have many troops to make the vampire crumble. For, lets just face it, nothing in the WE list can really stand up to a vampire count/lord and survive. Almost no army have anything that can do that.

Spice and wolf!
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UnicornPower
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UnicornPower
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Joined: 7:22 PM - Feb 25, 2006

11:12 AM - Apr 26, 2007 #9

Yes, the one time J. used his black coach, he went for my glade guard. They managed to lock it up in combat for several turns until my treekin could come to the rescue and smash it to pieces! Of course it may also have helped that I put my BSB carrying the Royal Standard of Ariel in with the Glade guard.
So the moral is, I would attack that thing with treekin again in the future!

~S~
THAT BANNER... SOOOO... TEMPTING!!!!!

*sniff* :sad:
~J~


"I'll call for help, Jason..." - Perry Bible Fellowship (Nice T-Shirt)
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pinkbunny
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pinkbunny
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Joined: 9:22 PM - Aug 22, 2007

10:01 AM - Aug 26, 2007 #10

as a vampire counts player, I caution you to watch out for those low powerpoint attempts to raise units on your flanks when there is a unit 8" from charging, that is a favorite ploy of mine to make the opponent waste dispel dice.

Our counts and lords are uber, if you have to go for the general, go for the unit in the flanks, and get it to crumble without engaging the lord.
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lord nirsi
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lord nirsi
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Joined: 1:31 AM - Mar 10, 2008

1:57 AM - Mar 10, 2008 #11

what about the new vampire couts? has anyone seen the new book yet?
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Zelt Arruin
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Zelt Arruin
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Joined: 3:11 PM - Dec 25, 2005

2:33 AM - Mar 10, 2008 #12

I have seen it, but the tactics you use shouldn't change too much, just watch out for the Black Knights, they move as though they are ethereal and tomb wraiths and banshee's form a unit now. But I have yet to play as or against them yet.
~ZA
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Silly Dragon Elf the Third
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Joined: 9:26 AM - Feb 27, 2006

9:43 AM - Sep 09, 2008 #13

I have played a fair amount against the new vampire counts book and have found them rather...ok. I was more afraid of them before but alot of updates for them have worked against them.

Like for instance you have to have a vampire as general so no mass of necromancers. And Necromancers can only be level 1 meaning they have to pay alot of points to get a level 2 (only vampires).

Blood Knights are funny as they charge after a glade rider unit taking couple of casaulties from the S3 bows every good lucky dice roll. Devastating but frenzy works against them. Its the same as hatred they are bother a double edged sword. My opponent keeps giving his vampires hatred of all races (some power) but that means i throw a unit of say wardancers using 4+ ward dance at him they break from combat (more than likely) and he has to pursue meaning if careful you can get them in a real bad position for a rear charge etc. Runs out alone and you shoot him. Frenzy you just keep getting him to charge and you flee and then rally move they charge you flee repeat and repeat. That unit of 129pts Glade riders has taken out a unit that costs 275pts (no comand) nice and funny. Though that is theory as i have not faced Blood Knights...yet.

Overall Not much changed but they seem to be focusing them of magic defense what with corpse carts and the new rules for black coach absorbing power dice.

And as always. Kill the General and you kill the Army.

SDETT
Washing Machines ARE Evil! They Steal Socks! They Eat Cats! But Worse Of All They Beep at you when their cycle is DONE!
Humans are strange creatures, in a world that holds such fascination and wonder they have managed to invent boredom.
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Knockroe
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Knockroe
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Joined: 7:15 AM - Apr 16, 2014

7:52 AM - Apr 16, 2014 #14

Hello all.

I just joined the forum but as a VC player I thought it best to add my thoughts to this forum.

This is an insight using 8th Ed VC lists.

With bats and wolves been allowed to be Invoc past their starting numbers with the vamp power Summon creatures of the night these simple cheap redirectors can now be come a serious pain.

2 Vamp and Vamp lord bus of Black nights with screaming banner and 2 of the Vamps having Red Fury and always striking first power or item with increased strengths can deliver up to 18 wounds on a roll of 2 in their first attack supported by a wight king with night shroud taking any challenges. Wow!

A horde of Ghouls with poison attacks and any creatures will be shaking with fear.

An ever expanding unit of Zombies with a lvl 3 necro usually never gets into Combat but can be nearly 70 - 100 strong by the time the game finishes. Reason for this "waste" of Zombies is that most wont attack it to find their best troops bogged down for the game and the Necr becomes safe in theory.

Lastly a unit of 5 Hexwraiths. I hear every one say that's ok we can easily kill them with magical attacks. Sure but with this range of tactics they become more devastating.

They block line of sight so can go in front of bus and protect it for at least 1 turn. Any spells against them isn't against the bus. Lastly I wouldn't expect them to go into combat. Their Str 5 auto hits by moving through a unit will upset any general as their MSU units slowly disappear. of course good positioning and multiple attack without magical items can pop these in Combat res. So now your battle plan is changed trying to chase these down. Then the bus hits your front ranks.

Another real nasty trick with VC is first round raise a unit of 2D6 = 3 zombies in front of it's own front line. Then just bump it with Invco from every wizard and you could have a new empty bunker of nearly 40+ zombies ( a horde) giving -2 hard cover for important units behind.

Hope this is ok for my first post.
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