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Title: 2.5k Tourny List


Saxon - September 2, 2010 01:12 PM (GMT)
this is the list I'm planning on taking to a tourny at the end of the month
would like some feedback

vamp lord - lvl3, talisman of preservation, flayed halberk, helm, dark acolyte, summon ghouls, MotBA - 450

necromancer - scroll, invocation, raise dead, van hels - 110

2 x 30 ghouls, ghast - 248 ea

14 ghouls - 112

10 dire wolves - 80

10 dire wolves - 80

4 fell bats - 80

30 grave guard - f/c, banner of barrows, gw - 465

black coach - 200

4 blood knights - muso, kastellean - 250

varghulf - 175

I imagine I'll play a castle deployment in one side of the deployment zone with a solid front line of ghouls and GG

the vamp lord sits behind the ghoul, ghoul, GG front row raising as need with the necro. The direwolves are for flanking to try and remove bonus and steadfast on units

I've tried to include "fast" stuff to counter flankers and warmachines and also to counter as my enemy smashes against the front line

in practice I've found that the lvl4 really helps the casting bonuses and the coach is great for hampering opponent magic phase. The only thing I've found the lord in vulnerable to is those bastard lore of death sniping spells - so I try and deploy far enough back to be out of range - any suggestions on counter that would be appreciated

Preacher - September 3, 2010 12:26 AM (GMT)
I don't think the direwolf idea is going to work. Since ranks are now counted at the end of combat you only need to lose a single wolf to lose the rank negation. Also you can't remove steadfast by flanking, you can only eliminate steadfast by having equal or more ranks than your opponent.

I've been using 10 Black Knights in this rank breaking role and it only works sometimes due to striking back, and thats with a 2+AS. Wolves are not going to cut it. I'd split one of the units into 2x5 and drop the second unit. Fell bats probably work better as warmachine hunters so perhaps more of them.

Some MR either on the lord or the lords unit will help against the sniper spells. However I've found with their LD10 and otherwise good stats the death magic has not been a problem for me. If you're really worried about these spells then an alternative equipment build may be Armour of Destiny, Obsidian Trinket and Helm of Command. Gives you a 3+ ward vs the death sniper spells. Or you can make your bunker unit skeletons with the Lichebone Pennant. You can get the extra points to build up the bunker from the redundant wolf unit.

VC4theWin - September 3, 2010 12:58 AM (GMT)
I like the list, and preachers idea with the skelitons.

If the plan is to stay a little magic heavey i'de drop the black coach. since it can eat up your power dice (at the worst time too) and limit your magic phase.

and i hate to nit pick, but i think your rare choices are more than 25%. I'de hate to see you get to a tournament, and have to rework your list on the spot.

Saxon - September 3, 2010 03:21 AM (GMT)
25% of 2500 is 625 points

250 + 175 + 200 = 625

I fail to see how that's wrong?

VC4theWin - September 4, 2010 04:36 AM (GMT)
my bad 625 your good :)




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