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Newz: Current Competitions: Warmachine Conversion Competition and Bloodbowl Tournament.

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 Guide To Fighting Vampire Counts, Post anti-VC tips and strategy!
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Posted: Feb 19 2004, 03:05 PM


Warpath! Warlord
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Got tips and strategies that work well against the Vampire Counts? Share them here with other warlords! In the future I will take the best ones and create a comprehensive tips article for the main site and for this forum. Anyone whose tips are selected will get credit on the website.
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Wag the Snotling
Posted: Feb 20 2004, 11:13 PM


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I'd say finish the general, but will be hard, since VC have varied bloodlines. Necromancers and Necrarch should be anyone's prime target.
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BacktotheFold
Posted: Feb 21 2004, 02:02 PM


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To refine Wag's point, make sure you take the 'Itty Ring. A guaranteed 'eadbutt spell will at least useful in drawing out dispels, and if you go relatively magic heavy, it may actually make it through, and could kill a Necro.

Savage Orcs can be useful as they are immune to fear, although the availability of ghouls, dire wolves and bats means that they need to be well-shielded to prevent them being drawn in the wrong direction.

Keep wolfriders/wolfchariots near to the general at the start, the leadership will enable them to get at least one charge off, if you're lucky agaisnt a necro.
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HiredgoonThug
Posted: Feb 21 2004, 08:22 PM


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I'd just target every missle unit and Magic Spell onto the unit with the General. get a Chariot with a Character on it (with a +Attacks item or a Great Weapon), charge the General's unit and target the Wolves, Crew, and Character's attacks all onto the enemy general.

Don't stack units with too many points. If you fail a Fear test it's free Victory Points to the enemy.
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CrazyOrc
Posted: Feb 22 2004, 06:32 AM


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yea, try not to make units too expensive if u think they may run(IE: don't bother with nets or anything for night goblins, just take them as they are). i Suggest trying to kill the generals units first, using all the shooting and magic u have(as stated above) I would also try to out-magic him. It is possible. I have done it every army i have tried to before, and the results were always good. Take a giant also, and watch out for black knights on the charge. ouch.

-The Crazy Orc-
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Wag the Snotling
Posted: Feb 24 2004, 02:36 PM


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Just like i said... wink.gif
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Wyvern Lord
Posted: Feb 27 2004, 05:46 PM


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I think that the key here is to, as pretty much always, outnumber your opponent or, don't let him outnumbe you.
I would not take too many goblins, as they're leadership is very poor, but if you take them, keep them were you general is.
As many people pointed before, they're general is not the one that you can kill with ease, as even Necharach are very good figthers and can kill almost every lord character out there.

For a moment i tougth of an all Savage Orc Horde to figth an VC army that belongs to a friend of mine that always use two huge( and cheesy ) unit of 12 Black Knigth, and i wanted to teach him a lesson.

But anyway, let's go back to the point. Savage Orcs are very good against VC armies as they don't care about fear, at least whenever they do not lose a combat round.

Nigth Goblins with 3 fanaticsand possibly nothing else than a musician is a good idea too, place them in front of the Black Knigths.

Big Bosses should be made to kill as much skelleton warriors as they can, yo rise combat resolution and therefore take more of them to the afterlife.

You can also make your character killing machines, but this time directed to enemy character, especially his general. Using objects that confers killing blow is a very good tactic.

Chariots are very good against them too.

That's all i can post for now.

Will be wrinting more soon.

Bye

WL
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Hummerluver58
Posted: Mar 21 2004, 08:16 PM


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I recently have been having problems with a unit of spirit hosts who usually just kill my chariots and (sometimes) release my fanatics (sometimes i am crafty and i use hand of gork or somthing to get to the targets faster.

Anyone have any ideas on how to stop spirit hosts?
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BestBigBadBossFanatic
Posted: Mar 23 2004, 05:02 AM


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That is a tough one.

The best way to deal with those spirit hosts is to charge them with a fully ranked gobo unit. If he sends out the hosts to trigger fanatics. Send the fanatics towards the enemy and in the next turn charge the spirit host. Ranks, banner, and outnumber will help deal wounds through combat resoultion. A gobo hero with a sword of attack would do well as he can do wounds to tham and is not prohibitaly expensive.

Against everything else. Get lucky with those fear/ animosity tests.

Something i would try would be to put a gobo hero into a wolf chariot, give him the pig sticka and throw him at enemy flanks. Assuming you are fighting a fully ranked unit and hit them in the side. Thats D6+1 str 5 impact hits, 6 Str 5 gobo attacks, 2-3 crew attacks, and 2 wolf attacks. might take the whole unit out through combat resolution if your lucky since the unit strength 5 of the chariot negates his ranks from counting towards combat resolution.

Good luck, thats the best tactic.
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GrogsnotPowwabomba
Posted: Mar 23 2004, 04:53 PM


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QUOTE (Hummerluver58 @ Mar 21 2004, 08:16 PM)
I recently have been having problems with a unit of spirit hosts who usually just kill my chariots and (sometimes) release my fanatics (sometimes i am crafty and i use hand of gork or somthing to get to the targets faster.

Anyone have any ideas on how to stop spirit hosts?

Just charge them with a ranked unit with Standard, and you can grind them down in Combat Resolution. Make sure the unit you use is not important, however.

The level 1 Little Waagh spell is also useful for taking wounds off of them, and since it is a default spell, you can count on having it.
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Rowdy Grot
Posted: Mar 25 2004, 06:52 AM


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I usually play night goblins and any undead army gives me the willies. The thing that usually has my army hampered are banshes, as they don't need to be near the general to march move, and can kill alot of low leadership troops,ie goblins. I find that these need to be taken out first so they don't draw fanatics and stop me march moving. You can do this with magic, and I suggest you do, or snotlings! snotlings have a leadership 10 so the silly little buggers have more chance than an or to kill her. Snotling pump wagons with a 360 degree charge arc are ideal as they can win the combat by 1 if the banshe rolls less than 8 for her scream, and she will eventualy die after two turns of this. Giants work well as they aren't worried about fear, have ld 10, and can possibly stuff her into his bag.
The goblins need to have a good ld roll just to charge int combat, so guzzlas backbone brew is useful. Try using a night goblin boss with wollapas one hit wunda to hurt a necromancer with the cloak of mists and shadows. The eadbutt spell is brilliant too as you can kill necromancers in their unit if you can see them. There is no hiding for them!
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Roba-Fett
Posted: Mar 31 2004, 10:04 PM


AKA Uzgor Scabgrit
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Saw an official GW article on fear, and figured it would go well here

Face Your Fears
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lowlylowlycook
Posted: Apr 25 2004, 06:23 PM


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I just played my first game vs VC. One thing I'll point out is that squigs work brilliantly against zombies. The combination of always going first and th 2 str 5 attacks means that you can kill a lot of zombies without lossing any expensive squigs. If the VC are raising more zombies into the unit then all I can say is that it is a good thing that squigs never get full biggrin.gif
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lowlylowlycook
Posted: Apr 25 2004, 06:30 PM


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QUOTE (CrazyOrc @ Feb 22 2004, 06:32 AM)
yea, try not to make units too expensive if u think they may run(IE: don't bother with nets or anything for night goblins, just take them as they are). i Suggest trying to kill the generals units first, using all the shooting and magic u have(as stated above) I would also try to out-magic him. It is possible. I have done it every army i have tried to before, and the results were always good. Take a giant also, and watch out for black knights on the charge. ouch.

-The Crazy Orc-

Well, my netters helped absorb the charge of the Black Coach. The unit was able to keep said coach tied up until the end of the game. By that time it had quite a few wounds biggrin.gif

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clangerman
Posted: Apr 25 2004, 07:24 PM


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ive found one of the main keys into stopping a vampire counts army is to get rid of the support necromancers. they are much easier to kill than a vampire count (duh!) and once their gone it becomes very hard for the vamp to cast spells on their own if you have your own shamans to dispel. magic really is the key to how the army works and if you can keep that undercontrol it becomes very difficult for them.

also get rid of the dire wolves and other nasty supporting or rank bonus negating units at your first oppurtunity. even goblins can go toe to toe with skellies and zombies so dont worry about the big units lumbering towards you at the start of the game. if the smaller units are left once the big units make it into combat it almost always ends in tears. ghouls dish out a horrible amount of damage even to orcs and dire wolves can get rid of the oh so precious +3 combat resolution for ranks.
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