26-02-2012, 11:58 AM
Your list looks fairly solid. I would run the two units of 20 Zombies in a 40, and probably do the same with the skeletons. Without a Necromancer you are unable to raise Skeletons past their starting size, and a 20 will quickly crumble to dust. This way you are also freeing up some points from the extra command units for some funkier toys. I would consider dropping the Beguile off your Lord, and take quickblood.
I would run him like this.
VC Lord Lev 3
Additional Hand Weapon.
Heavy Armour, Dragon Helm, Shield, (combined 2+ Armour save.)
Talisman of Endurance (5+ general ward save, with a 2+ ward from fire attacks granted by the Dragon Helm.)
Quickblood Vampiric Power
You are then going to have a tough to kill lord, where only a direct hit from a no armour save attack will do much damage. However bunkered up in the Skeleton unit, he will have access to a look out sir roll, giving him a 2+ followed by a potential failed wound, followed this time by either a 5+ or 2+ save depending on the wounds type.
Get him into combat, you then have 6 attacks, with always strikes first, and at an initiative of 7, and a WS of 7. Against all bar High Elf a High Elf Combat Lord, you are hitting on 3's with a re-roll to hit. So getting 5 or 6 hits a round, at strength 5 usually means 3 to 5 wounds, and most will go through even Heavy armour and Shield. Take the ASF away though and that drops to 2-3 wounds, which whilst acceptable for most armies, is not quite what a combat vampire should be doing.
I would run him like this.
VC Lord Lev 3
Additional Hand Weapon.
Heavy Armour, Dragon Helm, Shield, (combined 2+ Armour save.)
Talisman of Endurance (5+ general ward save, with a 2+ ward from fire attacks granted by the Dragon Helm.)
Quickblood Vampiric Power
You are then going to have a tough to kill lord, where only a direct hit from a no armour save attack will do much damage. However bunkered up in the Skeleton unit, he will have access to a look out sir roll, giving him a 2+ followed by a potential failed wound, followed this time by either a 5+ or 2+ save depending on the wounds type.
Get him into combat, you then have 6 attacks, with always strikes first, and at an initiative of 7, and a WS of 7. Against all bar High Elf a High Elf Combat Lord, you are hitting on 3's with a re-roll to hit. So getting 5 or 6 hits a round, at strength 5 usually means 3 to 5 wounds, and most will go through even Heavy armour and Shield. Take the ASF away though and that drops to 2-3 wounds, which whilst acceptable for most armies, is not quite what a combat vampire should be doing.
Star Wars Legion - Rebels
Guildball - Alchemists
Blood Bowl - Lizardmen
Guildball - Alchemists
Blood Bowl - Lizardmen