Re: Lizardmen vs new Vampire "cunts" actually I believe will are one of the best armys to counter the new VC. slann with lore of light. Banishment on the new wraith cav will see them pop. Skinks poison shots against their new MI (vargheists anyway no save). They are likely gonna all be bunched up due to only the general allowing them to march now, so in large games kroak may be usefull. When ever a new army book comes out everyone panics due to the new rules and stuff after a month or so it will be a different story. I dont think they are as overpowered as their last book.
Re: Lizardmen vs new Vampire "cunts" Good point. Just made a list and i belive that they should have alot of units. Like grave guard/ghouls. Salamanders and saurus counter that pretty well. And slann owns their mage, which is big deal for them. They do have great magic spells but cant use them. They dont have any real shooting either. Lizardmen still > Vcunts
They no longer have WS10 Grave Guard with a Banner that gives them +1 to Hit, Nor they can't rise Ghuls beyond thier starting state. Zombies are now woth 2,5 Slave Rat and have S3 and T3 and can have a banner and a musician, also heroes can join units of zombies, so now we will see 2x40 zombie units in core, so Salamanders are still greate vs VC
http://www.lustria-online.com/viewtopic.php?f=15&t=8587 Got a thread going in the tactics section if you guys wanna join I agree. I think we have the right tools, it's a matter of application and not having the magic phase fail. Light is a strong choice, but Shadow is equally good. Depends on the build your opponent is going for. Kermit is never worth it. I think what you meant to say is EOTG will be god-mode because they'll all be clustered up near General, and thus all taking 'Burning Alignment' pwnage. They broke Ghouls, made them too expensive. Skeletons will be the new spam. Salamanders yes, Saurus are going to get outgrinded by massed attacks sadly. Slann doesn't really 'own' their mage. They lost Loremaster of rulebook lore perk though, so we're more likely to see combat Lords with default Lore of Vamps (which they can be Loremaster of), and maybe a utility Shadow/Metal Hero or two for scroll carrying. We're actually in a a bit of trouble. 'Nehek' is going to get spammed to hell and back, making our dispel options more limited. Now that its AOE, he only needs a couple to get through to still make back whatever deaths we inflict. Doesn't overly matter. They can be given re-rolls to hit and ASF, and with every 5+ causing auto-deaths, the Grave Guard Deathstar is still largely intact. 'Dwellers', large 'Pit' and massed Salamander blasts are your only real options, if that thing hits any of our units in combat, kiss it goodbye. Awesome. I'll be interested to see if the new Monstrous Infantry and Ethereal units work as intended. What will you be fielding?
I'm running my normal list. It can be found here. http://www.lustria-online.com/viewtopic.php?f=8&t=8520 My friends and I don't tailor our lists to counter each other's armies so our rule is that a list must always be an All Comers List. It has helped keep the games balanced. I've played my friend old VC list alot so I'm fairly comfortable going into this one. I'll peek at his new book prior to the start but I'm going to play my normal strat. Deflect with Skinks and get my blocks of Saurus and TG in combat ASAP.
[/quote] We're actually in a a bit of trouble. 'Nehek' is going to get spammed to hell and back, making our dispel options more limited. Now that its AOE, he only needs a couple to get through to still make back whatever deaths we inflict.
Any model with the Vampire rule may march without being near the general so Varheists always fly around 20, they also count as skirmishers since the unit has fly. Any wizard in their army that knows spells from lore of vampires can also take a Ld test to become the new General should the first one be slain. Hexwraths inflict S5 maical flaming hits for each model in their unit that moves through an enemy unengaged unit no armor saves allowed.
hexwraiths die to lore of light just get banishment off. Most VC players I know are running hex wraiths in 5s . banishment will get 3d6 strength 4 hits . just doing some practice rolls Im averaging 7-8 wounds a time and they only got 1 wound each.
3D6 hits => average 10.5 hits => average 7 wounds (S4 v T3) Mathhammer says you are a lucky dice roller if you are typically getting 7 to 8 wounds, also need to consider rate of getting spell off.
I've studied the new VC codex and it is no doubt extremely powerful. Their inherit weakness--the General--was taken away by including the rule that as long as you have another dude with the lore of Vamps, your army will not crumble when the general falls. As mentioned, the AoE Nehek spell that will re-raise most things except Monstrous Infantry and Monsters. I expect to see a lot of lev 1 Necros running around replenishing the ranks. Ethereal units do have that inherit weakness against magic but there are so many units now--Banshees, reapers, spirits, hexwraiths--with good stats and abilities that it will simply unbalance the game. Not too mention that Nehekh will raise and heal some of these buggers too. But what really got my blood flowing was the Terrorghast (like a Zombie Dragon that counts as a rare choice for those of you who don't know). The stat line for 225 pts is acceptable. But that scream attack is just beyond good and evil: You can fire this off every round, even in cc.: roll 2D6, add the wounds left on the Terrorghast (up to six), subtract the LD of the target unit and thats how many AUTOMATIC WOUNDS, MAGICAL, WITH NO ARMOR SAVE ALLOWED they have to take. That is unreal. Anyways, I hope that my fears are just an initial reaction but at first read, the VC codex is too powerful and unbalancing.