Warhammer/Tactics/8th Edition/Vampire Counts

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Why Play Vampire Counts

Vampire Counts are a fairly effective force. They're fun to play, but they have several gimmicks that have to be accounted for to play at their best. First, note that there are no shooting options in this army, effectively eliminating an entire phase. Any ranged options in this army are purely magical. Second, you have no need to worry about the psychology of your units because they don't have any. You will be paying a lot of attention to the enemy's psychology because that's crucial to winning. Never forget to take a fear test or your troops lose any advantage they have. Third, magic is your bread and butter, your meat and drink, your bolter and chainsword. You are going to be heavily reliant on magic to refresh your units and get the most advantageous fights. If you're not utterly dominating the magic phase, you're doing it wrong. There are other things, but we'll get to them as they crop up.

Note: I am by no means a tactical genius and I haven't played this army extensively. Please feel free to correct any mistakes in the tactical use of units.

EDIT# As of the most recent edition of the Vampires rule book they are now less likely to fall apart after a bad magic phase or the loss of a general. The magic is some what less stupidly powerful(spamming invocation any one?) with the change to the lore attribute though the spells themselves received a buff. Also several units are better balanced(points wise) and some received slight buffs to their stat-lines. They, as an army, have been made more consistent on the table and less reliant on magic and generals. They are still one of the kings of tar pitting and Vampires are still one of the top combat heroes in the game.

Unit Analysis

Lords & Heroes

Named Characters

Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and war gear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.

Lords
  • Vlad Von Carstein: The man that started it all. Look at this monster. You want to field him, but you never will. Why? He's 495 points. As strong as he is (powerful fighter that can comeback after getting killed), that is your entire lord budget in an otherwise balanced 2000 point army, and you don't have that kind of room for one model. For the points, you could load a normal Vampire Lord up on a undead dragon and have points left over to spend on powers. So skip over Carstein unless you're going for the Vlad/Isabella combo.
  • Count Mannfred: A superb and versatile caster with no less than 14 spells. However for optimum usage he needs to kill stuff, which he isn’t too good at for Vampire Lord aside from being fairly vulnerable.. This is the man you want fighting nothing but goblins and skaven slaves if you can possible help it. If you can manage this then this guy will generally rule both magic phases, especially if you're canny and snipe enemy wizards early on with Spirit Leech where you'll almost always have the superior LD.530 points worth it
  • Heinrich Kemmler: Oh, you were never going to be playing this game in decent company anyway. He's a level four loremaster that is hard to kill and is ideal for filling a lord's' spot at 1500pts. If you're playing at that level, you may as well bring Krell to take advantage of their tag team abilities. 365 points worth it
Heroes
  • Mannfred the Acolyte: Much more fieldable and a solid choice since he provides Loremaster, which is what you take him for. Like his Lord Incarnation you want him fighting chaff and nothing but chaff, the weaker the better.200 points worth it
  • Konrad von Carstein: Nothing short of Psychologically Damaging if your opponent happens to bring Monstrous Infantry. The combo of hatred, red fury and Sword of Waldenhof means he'll cut 5-6 ogres down...per combat! That being said it's all he really does well while being the uncle of all glass cannons. So be wary of using him... and be aware that Ogre players will die a little each time you field him.

EDIT# he will happily murder his way through almost any hero he strikes before160 points worth it

  • Isabella von Carstein: Now has the proper Vampire statline. A decent enough choice. Has beguile, but without any special combat equipment what's she going to do with it? Blood Chalice looks nice, but it's nothing Invocation of Nehek can't do (except it still works without having to cast) and it only works on vampires and even then only ones in the same squad as her (aka Vlad). Of course, there's always the fact that if she kicks it, Vlad goes nuts, with Frenzy and Hatred and whatnot... except that, as we discussed earlier, you're never going to take Vlad (Get your circular logic out of here. "don't take Vlad unless you also take Isabella, but don't take Isabella because you're not going to take Vlad". Bottom line is that neither one is really worth it on their own, but they have decent potential if taken together.)
  • Krell: And hes back!. Krell is a wight king with a better statline who gets HKB(in challenges) if in the same unit as Kemmler. Which, obviously, means you should always have him in the same unit as Kemmler. Comes with Chaos armor that nullifies magic weapons if he passes his 4+. His black axe is ok for whittling down monsters, most characters shouldn't survive against him long enough for it to matter. O, and having a T5 W4 hero for his meager cost is very, very good. And his model is fucking ace

EDIT# Krell can wreck monsters with his 3 S6 D3wound attacks, his killing blow is great for punching heroes off monster mounts and at WS5 he will be hitting fairly often. 205 points fuck ya

Generic Characters

Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.

Lords
  • Vampire Lord: Brilliant stat line and a ton of upgrade options. Naturally, characters are the first place spare points go in a Vampire Counts army, and this unit will likely soak up as many points as you can give. Properly kited they can stand toe to toe with chaos lords and rampage through elite units all while having excellent magical options. Remember, if your general dies very bad things happen to your army, so whatever you do, keep him in a unit at least until he is in combat: losing a game on turn one from a warmachine attack is not fun. Item selection and powers will be covered later.
  • Master Necromancer: Cheap level 4 wizard that can be used to support a vampire lord who decided to take forbidden lore. You might be tempted to make him your general, and that would certainly spare points for the other great choices you have, but remember that your army would start crumbling as soon as he died. Crumbling is very, very bad, even if it is not the game over screen it was on the previous edition. This is obviously a problem with vampire lords as well, but they can survive melee combat even if they are magic-oriented, assuming they are properly kited. You can place him in a bunker behind your front-lines, but remember that all it might take is a particularly bad roll in winds of magic, bad maneuver or combat rolls to have your necromancer eating lances/swords/whatever.
    • To summarize: he is a very fine choice whether taken as a support caster or as a general, but if you use the latter route, know that a single mistake (or a few bad rolls) can cost you the game.
  • Strigoi Ghoul King: Whereas the Vampire Lord is the ideal mix of magic and might and the Master Necromancer is the magic focused user, the Strigoi Ghoul King is the punch-sport champ... or at least that is what he was supposed to be. His infinite hatred seems fun until you realize a vampire lord with Quickblood does the exact same thing, except against high elves (and even then he forces them to attack simultaneously). He also has poor defense: he can't take the Nightshround, or any other armor for that matter, and you simply can't rely solely on a 5+ (or even 4+ with the mortis engine) regeneration save. Poisoned attacks are good and synergize with the hatred, shame that if you take a magic weapon you lose that poison. Oh, his WS is also lower than that of a vampire lord, which might seem like little until you take into account that WS 7 means you would be hit on a 4+ instead of a 3+ by most combat lords. No cavalry mount available either, so you can't have him join those black knights or blood knights. You could mount him on a terrorgheist if you want to spam them... and have your army crumble from a cannon ball on turn 1. Sadly, this clan is a strictly fluffy choice.
Heroes
  • Vampire: Cheaper Vampire Lord. The biggest problem here is the much more limited number of powers you can take, forcing you to choose wisely. Remember that neither this unit nor the Lord equivalent come with any equipment standard, so if you put all your points in magic don't send them into combat or they're going to get slaughtered. Can be upgraded to BSB.
  • Wight King: Originally a poor choice because it used up a hero slot and wasn't a vampire, new force organisation rules give Wight Kings a place in your army; right at the front. There are few foes that can test a Vampire's WS of 6, and Wight Blade and toughness 5 makes the Wight King a more effective warrior than a standard Vampire. Stick him in a unit of Grave Guard with the Banner of the Barrows for an incredibly cheesy unit that will melt all variety of faces. Can be upgraded to BSB.
  • Necromancer: As above, new organization rules make Necromancers more viable. 65 points for a level 1 wizard isn't bad. Use them to keep your armies at good strength, but don't expect too much from them. You get what you paid for. Necro's are good for supporting large units of infantry with a little extra LD and some magical support if they end up away from the general.
  • Cairn Wraith: Sadly not a good choice. Spirit hosts are cheaper for simple tarpits and the Cairn Wraiths unit is more cost-effective for cavalry/monster killing. Both are also more resistant to magic by virtue of having more wounds. Finally, wight kings are better at simply killing normal stuff by virtue of their killing blow and awesome (for points) stats.
  • Tomb Banshee: Generally not the best investment for points. Any competitive army will have at least 9 leadership in important units, most will have 10, so the hysterical woman is unlikely to earn her points back (she will deal on average deal less than 0,5 casualties per turn). Useless in melee too. Never mind that the range of the shriek is small enough that a non-engaged unit (especially cavalry, against whom the shriek would in theory be more useful) will be able to just charge you unless you do some fancy maneuvering, which is hard without the general nearby.

EDIT# shriek can be used in combat making her a valuable addition to any unit needing a little more punch. Leadership is almost meaningless to vampires as they cannot be broken.

Mounts
  • Skeletal steed:* The black nights basic mount, ignores terrain as they are treated as ethereal for movement and dose nt get the -1M for barding if you take it. Think about that for a moment, you can charge units on the other side of buildings if you can see them, never take a dangerous terrain test with these guys again!
  • Barded nightmare:* Simple undead horse, best in a squad of blood knights or wolves. Never ever put with black knights unless there's no terrain, as they'll lose their ethereal movement. Ordinary in all regards. other then being S4 WS3 horses
  • Hellsteed:* A flying nightmare, and overall a better horse. Not too expensive and still a great investment if you like running with fell bats or other silliness. Still, if used right it can be a scary model that's great for picking off warmachines or other small units, since arrows don't tend to have the killing power needed for a vampire.
  • Abyssal Terror:* Not great by any standard of a monster. Can be given poison or armour piercing. Fairly cheap and it flies, but overall best served by the next two.
  • Coven Throne:* This thing has a good number of abilities. The battle of wills is a fun way to mess with your opponent. 2(4 as there are 2 hand maidens) ASF attacks, 2d6 attacks from the ghosts that pull it, treats terrain as open ground, and does d6 s5 impacts. This thing is mean as hell. It costs almost as much as the dragon but is well worth it for the sheer destruction it can wreak on anything short of ranked ogres.
  • Zombie Dragon:* Exactly what you think it is. It's got beefy stats, can be healed massively thanks to lore attribute plus invocation, his breath weapon has -3 to armour, and adds that extra fuck you to ogres in the form of terror. A great time if your vampire has the same stat line as the mount its on. Can really wreck heavy cavs day as well as rank and file, though it will die to massive amounts of S4. Still a wonderful kick ass model and is our only dragon.

EDIT# Can only be a mount for a vampire lord, it will be a fire magnet but if it makes it into combat... well lets just say thee are no breaks on this rape train.

Core Units

  • Zombie Horde: Zombies are pathetic, fortunately vampire magic phase is full of buffs, get some rerolls and that zombie unit can hold a bit longer. You might think to use them as a tar pit but combat res screws VCs... So why take them? The answer is they are very easy to raise back up and are cheap as chips. For 3 points a model(Giving you a total 70 points for a 20-strong horde plus standard bearer and musician) you get a cheap caster bunker that has a very small chance of being killed unless its charged. In addition, remember to keep a few models off the table since assuming you have raise dead because you'll be summoning a lot of these buggers for various reasons. They are incredibly versatile and fully expendable road block/charge redirecter you can raise them behind enemy front line to charge small chaff units like bow men or archers or warmachines.
  • Skeleton Warriors: Better than zombies in every way. More durable due to having light armour and a shield. The armour makes them more effective tar pits than zombies because they're likely to stay in the game longer, but as before best taken in large units to maximise the usefulness of Invocation of Nehek.
  • Ghouls: Ghouls eschew protection for automatic wounds on a six, which means of your three standard core units they're the ones most likely to get kills. They tie with skeleton warriors, depending on what you want out of your army; skeletons are more durable, while ghouls have more attacks and poison. Take them in a horde for a wall of attacks that your enemy will devote ridiculous amounts of firepower to take down before they can get into combat.
  • Dire Wolves: They now count towards your minimum core requirements, meaning they are now a very fast moving alternative to the other core choices. As with most units of this type, use them for flanking if you want them.

Special Units

  • Corpse Cart: Best used for its passive abilities. Don't make the mistake of thinking it's capable of holding its own in combat. Can be ridden by Necromancers.
    • Alternative Opinion: Its passive bonuses are probably limited given how much dice are generally chucked after spells. If you can bear its slowness and is able to hit it consistently with augments then the ASF ability is a huge asset against High Elves and low-initiative armies

EDIT# the Bale-fire upgrade is a big advantage over the duration of a game as it will force the opposition to burn additional power dice each turn.

  • Grave Guard: Now an infamous staple in VC armies along with their mounted counterparts, Grave Guard are essentially stronger, tougher and generally better skeletons. They don't pack it in as easily as regular skeletons due to having better armour, higher Ld/T/S and as nifty little bonus, have killing blow! Stuff a Wight King into this unit and take them in hordes. Great weapon is the more powerful and popular points, but Sword'n'Board Grave Guard are still powerful and can serve as a very respectable anvil/points denial unit. The latter choice is also slightly cheaper and benefits more from a corpse cart, if you take one.
  • Black Knights: One of two heavy cavalry units in the army and the Grave Guard's mounted counterparts, as previously mentioned. DAMN good unit capable of moving over terrain like it wasn't even there and letting loose with a flurry of S4 (or higher, depending on weapon choice) killing blow attacks. All while possibly having a 2+ armor save. Delicious.
  • Hexwraiths: New for 8th edition, weaker black knights with great weapons and an interesting advantage: they're ethereal! They will attract a TON of magic during your opponents turn and don't have any protection against that, so beware. Otherwise, they work exactly like Screamers of Tzeentch, allowing you to zig-zag them through unengaged units dishing out S5 flaming, magical attacks that ignore armour saves per hexwraith. Best used to ruin an expensive (preferably slow) unit's day. Just remember that in order for them to march you'll need your general nearby, so be careful with enemy reserves if you send them on their own: they'll likely die from combat resolution unless supported.
  • Vargheists: Competes with Empire Outriders and Swordmasters for the title of premier glass cannons, these guys packs considerable punch at break-neck speed. They can hunt war machines if they must, but work better hitting flanks or hunting enemy support troops. Don’t ever think they'll last against even mediocre infantry unsupported though. Love them, and they will give you love in return, in the form of a raging opponent.
  • Crypt Horrors: The other monstrous infantry unit, little more than super ghouls. Like ghouls, they have poisoned attacks, but also regeneration 5+. This unit is an anvil, pure and simple, but crumbling and a limited offensive capability does force you to take units of at least 6. A unit of 18 in a horde does have good punch however and is very hard to get rid of, but will be expensive for a unit that ultimately works best in a points denial role. Work best with a mortis engine, if the thing doesn't get blown up (or, more often, blows itself up).
  • Bat Swarm: The joke. They will be torn apart by crappy archers with S3 stick-shooters who may well be less expensive than the bats are. They cannot fly, only hover, so they will an extra turn (or more, depending on your general's movements) time getting there comparing to the Fell Bats too. If you do manage to get them into melee, then you will suffer the embarrassment of having your war-machine hunters die to a fat dwarf hitting them with a rock, unless you spend more points in them, in which case you are spending too many points. Avoid. If you send them off to hunt war machines then you're doing it wrong, and deserve to lose the unit. Bat Swarms are best used to support your close quarter combats due to their Cloud of Horror rule which gives Always Strikes Last to opposing units in base contact. Having a low initiative doesn't look so bad when you can force ASL on your opponents, and it will even mess up High Elves (or at least take away their re-rolls) since they only ignore ASL from their weapons. In addition, the hover-vs-fly thing isn't that huge of a drawback anyway, as the hover move (10") is more than enough to keep up with the rest of your infantry (4"/8"), and they wouldn't be able to get the full fly move anyway if they are outside of your general's march bubble.

EDIT# occasionally useful in conjunction with great weapons equipped grave guard

  • Fell Bats: A better choice than Bat Swarms for war machine hunting. Compared to Bat Swarms for similar points, you lose two attacks but upgrade to strength 3, and, more importantly, go up to toughness 3 and gain fly (which is only a benefit if you're inside your general's march bubble). This means they are much more likely to reach their targets without dying to ranged fire (unless your opponent spends too much resources on them, which works to your advantage) or giving the enemy enough time to intercept them. They are also more likely to survive the following melee. Remember that due to how shooting works, you are usually better off getting a few small units rather a singly larger one, and then direct them to a single target if needed.
  • Spirit Host: Ah, the spirit host. These guys are extremely cost-effective monster and cavalry tarpits (just make sure whatever you are facing does not have magic attacks: trying to attack chaos knights will not end well). They are best used to dissuade a flank charge than to actively hunt their targets, otherwise they may get too exposed to infantry (their bane) or outmaneuvered (their movement is good, but where they are going they will likely not be in the general's range). That said, don't mind losing a unit to magic or infantry if you have to: after all, they cost less than 50 points. Why give a damn?

Rare Units

  • Blood Knights: There are a lot things to remember about the Blood Knights: EVIL BRETONNIANS! They are as expensive as a Baneblade to purchase, and they are one of the top heavy cavalry units in Warhammer Fantasy. Chaos Knights may have more longevity in prolonged fights and Grail Knights might be better at the charge, but blood knights are far more versatile than either.The Flag of Blood Keep gives them a +4 ward save against any ranged attacks that can get through their 2+ base armor save, and you don't even need to keep them in range of the general to get a March off. Having recently had their points cost lowered and their initiative raised , they are a fantastically lethal addition to an army of any size. It's still a good idea to keep a loaded-up barded vampire lord within the unit anyways, the unit is frenzied and gets some sweet ass upgrades if the vampire joins as well, and the lord serves as a medic whenever he casts invocation he can regain the vampire and the horse he rode in on.
    • Tricks to Consider:
      • 4-man unit with flaming banner makes a fantastic monster hunter, which will reliably take down even Hydras, sphinxes and hellpits on the charge.
      • Add a Vampire on hellsteed with MR2 trinket to a unit with Flag of Blood Keep for a unit with 2+ ward against magic damage and a warmachine/wizard hunter which will be extremely hard to neutralise before you unleash him.
    • Modeling note: If you are ok with conversions, don't buy their kit. No, really. You do don't want to spend 99$/61.50£/80€ for 5 guys. Buy a box of Bretonnian Knights Errant, High Elf Dragon Princes, or Chaos Knights and go wild with your imagination.
  • Black Coach: An extremely expensive chariot. If you take a vampire lord with the Master of the Dark Arts, you will get on average 1.5 abilities per turn (only 1 otherwise, so best taken in a magic-focused army). That means that unless you do something really stupid to get charged by turn 2, for 200 points you will have 5 attacks at S5/6 with killing blow, plus impact hits. With T6, 3+ armor and 4+ ward (and ethereal later on) and its decent offensive potential, this bad boy is unlikely to suffer significant damage unless you do something really, really idiotic like charging ranked Tzeentch warriors, while light damage can easily be healed. It takes more time to be effective than the Terrorgheist (who takes the same roles: small, expensive unit/monster hunter), but at the same time it won't die to peasant bowmen with flaming arrows: it will take on average 3(!) direct hits with cannons to take it down, and only if you don't heal it in the meantime.
  • Terrorgheists: Not everyone likes them, but they remain one of our best choices especially owing to the fact that it is our most flexible unit. The nature of its scream makes it best suited to hunting monsters and lone characters as well as heavy cavalry. Its Thunderstomp also allows it to support (key word here: they will die to enough S3 attacks + combat resolution) combat against enemy infantry. It can actually do a pretty credible job at most tasks. Its weakness however is that its scream isn't terrible reliable especially since it requires close support from the General as well as continual healing to get the most from its abilities. This combined with their relative vulnerability in CC and their huge base size means they are tricky to actually move about. A specialist glass-canon(ish) if you feel like taking one.
  • Varghulf: The vargheist's frenzon-addicted big brother. Sadly, not a better choice. For the same points the vargheists will get more easily into combat due to fly, deal more damage except against WS 4 enemies and, by virtue of numbers, are more resistant to damage (that is, it's harder to kill ALL of them, even considering the Varghulf's regeneration), and since lore of the vampires will easily heal any unit that isn't completely dead... well, you get the picture. The Varghulf is not a bad choice by any means, especially considering he lacks frenzy, so he won't jump into combat you don't want him to. He is simply not as good and, worse, steals points from your rare allowance.

EDIT# the big thing for the Vargulf is hatred, causing terror and THUNDERSTOMP. this means that he gets 5 S5 re-rollable attacks at 3+ against most troops (if they pass the terror and fear test)then if they don't kill it it gets another D6 S5 hits.

  • Mortis Engine: At first glance, this seems like the ultimate support unit, especially with the blasphemous tome upgrade and in support of ghouls. Then you notice that it is a chariot. With T5 and only a 5+ armor save/6+ regen(actually 4+ as the unit has regen of its own), it will eat spells or high damage ranged attacks from turn 1, exploding and dealing damage to all your units. The only reliable way to take one would be to make an army lead by a lone character with as many monsters and chariots as you can, to spread enemy fire to those other targets. Of course, one would question the viability of the army itself in that case...
  1. EDIT This thing is a 5W T5 terror causing regeneration bubbled fire magnet that moves just as fast as the rest of the army and has a shooting attack(short ranged tho). It will be targeted from turn 1 but unless they really pour it on it will not die fast, even a direct hit from a cannon is not likely to kill it outright. Tho a 3D6 fireball can.
  • Cairn Wraith: The expensive, damage-dealing alternative to the spirit hosts. They will still die to ranked infantry but, unlike the spirit hosts who function as a tarpit, these guys function as killers. 9 attacks at S5 or 3 attacks that ignore armor will put the hurt in whatever they strike. Sadly, they take rare choice points and unlike the spirit hosts you can't afford to just let them get killed by magic. It's usually better to pin enemies with spirit hosts and then flank later with another unit so, in essence, the Cairn Wraiths are to the Spirit Hosts as the Varghulfs are to the Vargheists. Oh, and never, ever upgrade one to a tomb banshee. The damage it deals to any significant target is terrible (most armies can easily have at least an L9 bubble in all important troops, and the others you can kill in melee) and it's weaker in close quarters.

EDIT# Wraiths are great weapon team hunters and can tie up a lot of troops by just being in charge range, use terrain to keep them from being charged and force a unit to either keep facing them or risk being flank/rear charged but 15 S5 attack from terror causing troops that they can not attack back.

Building Your Army

Buying Your Army

Go for the battalion box set as you are going to need a lot of skeletons, zombies and ghouls. The new battalion box dropped the zombies and replaced them with dire wolves - still a good buy. The army box is also good as it gives you a good selection of heavy hitters in addition to the core. You will want to invest in extra zombies/skelletons/dire wolves/dire bats/fel bats (depending on what you run) beyond what you plan on starting on the table. Several spells/abilities allow you to expand these units beyond their starting size (or flat out create new units), but only if you have the models to support it. This is one of the other great advantages the army, as those extra models are essentially free points. Boost a few units and all of a sudden what started off as a 2000pt game has suddenly turned in to a 2200 v 2000 game.

And burying enemy units in piles of zombies is a lot of fun.

Army Composition

Magic Items

  • Magic Weapons:
    • Skabskath: An odd weapon. While its pretty unlikely you'll die from the end-of-game drawback the fact is that is that you'll be arming your general with a sword that means you'll have to overrun plus you won't be able to afford a ward save. Can be worth it on Strigo Ghoul King (Curse of the Revenant and Aura of dark Majesty on a Terrorgheist and another careful in support, but be careful


  • Magic Armor:


    • Nightshroud: Additional Armor your Necromancers can use! Anyone attacking someone wearing a Nightshroud loses its Always Strikes First rule and bonuses to Strength in BSB. Stick it on your Vampire Lord riding a Zombie Dragon and start laughing. A tip for the beardy here. High Elves have no response to this build apart from Death magic...All they can do is pray and throw themselves on your Lord's blade

Extra Cheese combine with quick blood or sword of striking


Magic Banners


    • Banner of Barrows If you are going to take a unit of more then 15 Grave guard (specially if you have a wight king in there)you will want this banner as the +1 to hit makes your relatively low WS(for elite infantry) far more destructive.
    • The Screaming Banner If you want to troll take this banner and force 3D6 LD tests (remove the lowest)To any one in combat with the unit, this banner is cheap enough to give to a regular standard barer. It can turn a unit of sword'n'board skeletons (hard to move as it is) into a eternal tar-pit of undead.

Extra Cheese Combine with the banner of barrows, wight king and hoard of grave guard for utter carnage as a failed test mean they will be hitting on 2+.

Magic

Lore of Vampires

Lore attribute allows you to allocate one healed wound to the caster or a model within 12. For great times cast it late game around your Coven Thrones to keep that rape train running and make your opponent cry as the ladies hit themselves.

  • Invocation Of Nehek: The signature spell and the army's bread and butter. The spell that stands up all our terrible infantry to fight another round. Range is determined by the casting value you choose, up to 18 inches. At least 2 casters should have this at all times, no exceptions.
  • Vanhel's Dance Macabre: Free march moves all around, wonderful for an otherwise slow army, and giving rerolls to hit. Wonderful since zombies can become terrifying when they hit first (see Corpse Cart) and reroll hits. Ghouls become almost broken when affected the same way.
    • This spell can be used to push Hexwraiths across enemy units and trigger more hits from their Spectral Hunters rule. With some good positioning and multiple casters with access to this spell (it comes in a bound form on the Book of Arkhan) you can yo-yo a unit of hexwraits back and forth across your opponent's line to devastating effect.
  • Hellish Vigour: See above only with rerolls to wound. Our base infantry murders everything it touches if we get a magic phase all to ourselves. Put on grave guard for ultra lulz.
    • Most players won't let you get both off but even Zombies can chew up units if you manage to stack Vanhel's and Hellish Vigour. Cast on a hoard of Ghouls you can take out most types of troop in huge numbers.
  • Gaze of Nagash: Simple magic missile. 2d6 s4. Not huge or game changing but will ruin Beastmen and other light armour only armies.
  • Raise FUCKING Dead: A terrifying spell in which you can raise small squads (2d6 +3) of zombies or skeletons for slightly more. Amazing since it can be cast in combat. Get your main mob of 'bies or 'tons in combat and let the flank charges begin! May not add a whole lot but if you get it on less than fearless units the fear test alone can win the fight. If you roll it keep it, provided you have the models to support.
  • Curse of years: A fun spell, not too competitive. but great at making your opponent waste dispel dice. It kills on a 6 when cast and for the following turns it gets a +1 to the roll. With a decent casting value of 12 your level 4 wizard will have no problems casting it. If the enemy values what you cast it at, they'll burn scrolls and dice to keep them from getting old as hell.
    • This spell is great for killing off death-star units as it ignores armor and toughness.
  • Wind of death: A magical vortex. gets d6 S3 hits for every rank in the unit and ignores armour. Great for thinning hordes that are better in combat than you (such as Orcs and Goblins); otherwise it's not generally good at much else. Aim at the chaff and watch the models melt away.
    • This spell also works well on any T3 unit, Cast at High elf sword masters of extra tears.

Tactics

There are many many many many ways to field VCs. Any of the old house builds are still viable in some ways though Von Carstiens are the focus. Huge blocks of undying fodder and big monsters is the general idea, led by a vampire and his necromancer pals or by vampires only, depending on play style.

Blood Dragons are the least magical by vampire standards. at 2500 you can have a combat kitted lord that's a level 4 caster on a zombie dragon. All combat vampires on steeds, add blood and black knights to your heart's content and take preferred core. Wolves will keep up with the army while zombies and skeletons will give you the angles to get your knights into flanks. For added silliness add hexwraiths for a turn one charge into the biggest non magical unit and watch it burn!

Lahmians are the magic heavy build, still an all vampire list with a coven throne instead of a dragon and black coaches replacing blood knights. Add huge bricks of zombies and skeletons and push forward. Support with shadow magic from the non lord vampires and at lest 2 with LoV. See ogres reduced to T2 and be dragged down by drastically inferior infantry, watch dwarves kill themselves when a coven throne charges them, or as you chariot with killing blow and impact hits run through cavalry that can't touch them because of ethereal.

Vampire Heroes and Generals You will want at least two characters that have lore of vampires in any game over 1000 points; this not only doubles your chance to channel but also gives you much needed redundancy in the army. A common tactic is to use zombies as a bunker for the general (if set up as a caster) as they are easily hoarded and resurrected at 2D6+wizard level level, add an iron-curse icon and an obsidian trinket and for 20 points, the unit becomes far more durable. If your general is set up for combat put him in with a unit of black knights, grave guard, or blood knights and either equip for hero bashing (high initiative/str/lots of re-rolls) or hoard murdering (lots of attacks).

Remember: never skimp on your hoards as they tarpit harder than most armies can handle. A block of Board 'n' Sword skeletons can hold most units in place for a few turns (read: forever) while causing moderate damage. With a lvl4 wizard in support, the attacking unit will have to kill an average of 7 more skeletons per turn, and the bones will reduce the enemy's numbers in a meaningful way.