tag:blogger.com,1999:blog-2342928539214422457.post9005107729831916255..comments2024-02-22T02:20:36.551+13:00Comments on Fields of Blood: Where To, Vampires?Pete Dunnhttp://www.blogger.com/profile/14352990006052067650noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-2342928539214422457.post-53504682621560636832014-07-30T15:53:09.782+12:002014-07-30T15:53:09.782+12:00Just reading through and sorry to necro (;D) a lit...Just reading through and sorry to necro (;D) a little here but I will agree wholeheartedly.<br /><br />Recently had a tournament with mates (8 of us) 5 games each, I was running a, how would you say, odd list based around blood knights and varghiests, with a generic vamp lord. I won all the matched 20-0 except against wood elves, 1 because they where very hard to catch and 2. kept rollings 2 or 4 dice magic phases which absolutely killed me (espcially when he managed to channel 2 dice a turn on average and rock a 9-12 dice magic pheases).<br /><br />But yes, in short, if we don't get our magic going properly we're absolutely boned as the only good thing are tarpits have is that they can get back up. Stop that and they become less than effective.<br /><br />Oh and crumble is crap...Nikolchehttps://www.blogger.com/profile/13679808592658384580noreply@blogger.comtag:blogger.com,1999:blog-2342928539214422457.post-79878475658840342602014-06-13T21:02:10.976+12:002014-06-13T21:02:10.976+12:00I think one the biggest problems with vampires is ...I think one the biggest problems with vampires is they have no surprises left. You play the knight bus that's 1200 points with all the heros you only once try and take it head on 2nd time round you either keep away from it and pick up a small to medium win by taking out everything else or you delete the bus by throwing everything at it and pick up a 20-0.<br /><br />I think one of the biggest issues they have had in the last few years is the change of how there magic used to work back in the 7th days they had heaps of dice and bound spells they could spam cadet the spells they wanted magic, raise troops back up and magic charge. I think it's coming home that random magic phases stuffs them up more than just about anyone else.Anonymoushttps://www.blogger.com/profile/09394049317533700607noreply@blogger.comtag:blogger.com,1999:blog-2342928539214422457.post-24811432279215260182014-06-13T20:38:47.717+12:002014-06-13T20:38:47.717+12:00I agree, raise dead is totally underestimated, by ...I agree, raise dead is totally underestimated, by myself included. VC can be crazy fast with the right build, if the general and magic phase are cooperative!<br /><br />TK have the advantage of a more reliable magic phase, and the ability to take points with magic and shooting as opposed to just combat. VC can do quasi shooting with scream builds but the short range exacerbate the danger of putting the general close.<br /><br />Ethereal has also taken a major hit. If you engineer a match up against OnG or Ogres you are okay. However now in addition to dwarves and demons you have frost phoenix/sisters in HE, WE magic arrows, skullcrushers, light councils, DE brolocks... Etc.... Magic attacks everywhere.<br /><br />I like VC and think they are still good - just not reliable for multi game all comers tournaments.Ryanhttps://www.blogger.com/profile/00672121578958117940noreply@blogger.comtag:blogger.com,1999:blog-2342928539214422457.post-79204269693108805532014-06-13T15:54:48.771+12:002014-06-13T15:54:48.771+12:00I have never played with VC so take my comments wi...I have never played with VC so take my comments with a grain of salt. I have never seen anybody use the Raise Dead spell to its full potential. Using it to block charges and control space could help with the "slowness" of the army. If you think VC are slow, try TK!Sam Whitthttps://www.blogger.com/profile/00538742779609614713noreply@blogger.comtag:blogger.com,1999:blog-2342928539214422457.post-52103267966897933972014-06-13T12:33:43.209+12:002014-06-13T12:33:43.209+12:00I ran a VC Bus list for about a year. It was my fi...I ran a VC Bus list for about a year. It was my first fantasy army so I had a great deal of expected loss from learning the system. I found towards the end though it was the unavoidable big lose button of the VC general was the problem for tournament rankings.<br /><br />There are lots of ways the general can die even with the best protection. Miscast, cannon sniping, crumble, combat, magic (especially light as Pete points out was very popular). While some of these may have small chances individually (miscast cascade should be very unlikely even for 6 dice monkey), added together across six games in a tournament gave a good chance for general death in at least one game. In VC, when generals die, it's going to be 0-20 game.<br /><br />Combine this with the general army construction - in which the VC general is your main offensive beat stick. This means often you need to commit the general to get something approaching the moderate 15-5 win, and the risk increases.<br /><br />The secondary issue was with the missions. VC love watchtower (cheap, resurrectable, unbreakable infantry), but they suffer perhaps more than any other army with the 2 random deployment missions (meeting engagement and dawn attack). This is due to the "only march within 12" of general rule" and the removal of normal vampiric units giving a 6" march effect. In meeting engagement you general can be stranded from your main force easily and the army is too slow to regroup, in dawn attack your general may show up without his bus then it's hello cannons!<br /><br />So they can be a frustrating army to play.<br /><br />Ryanhttps://www.blogger.com/profile/00672121578958117940noreply@blogger.com