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Spellbreaker Guide - Lore Of The Vampire


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#1 LF - Kevin B

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Posted 07 August 2008 - 07:37 AM

Spell Breaking Guide – Lore of Necromancy

Right this lore in my opinion is one of the nastiest in the whole game not just against us Dawi. Before I go into the reasons for this I need to cover a few of the bases with the uses of this lore.

First off they have 7 spells with 6 they roll from and a 7th one they know as standard.
Secondly 3 of the spells they can cast over and over again. These 3 spells are the only ones that necromancers know (the first 3 in the list below) but they get to pick rather than roll for them, vampires have to roll but have access to all the spells.

It is for these two reasons that the lore is so hard. The basic spell is the one that returns and increases unit sizes and it can be cast multiple times means it is very hard to stop it all. But enough about that lets look at what they can do:


Invocation of Nehek – 2-5 beers guinesssmilie.gif beer1.gif guinesssmilie.gif

This is the main spell of the vampires and they will cast this A LOT!!! Easy to cast on a D6 and they have access to a number of magic items and blood line abilities that make it even easier. All other armies you can blast a unit so that it is no longer effective in the game and you can move on, due to this no unit can be thought of like that for as long as one still walks the unit can come back. Lords and Thanes can be stuck fighting over the same challenge again and again as the champion is brought back. What and how many that can come back by this spell depends, characters, ethereal and cavalry can only bring a single wound back per spell, infantry are D6 ( fell bat are classed as infantry in the summary section at the back of the army book, so remember that one) and zombies get D6+4
The undead’s main weapon in winning battles is to win and outnumber and cause fear. Due to this spell and the blood line powers they can out number anyone. This is the power of this spell, respect it.
Your average vampire army will have about 9PD and can go up to 15 easily, so you will not be able to stop every go of this spell so the best you can do is limit where the raises are and how often. Learn to let a few of these slip through but stop what you can. I can’t go over how important this spell is to the Vamps so do what you can to keep it in check.
Best thing to do with this spell is not waste a spellbreaker as they will cast it again but a MRoSpelleating and hoping for the 4+ when the Vampire Lord has cast the spell is a good gamble and can really handicap the blood suckers


Raise Dead – 3 Beer guinesssmilie.gif beer1.gif

This one raises new units of zombies ready to speed bump, missile screen, flank/rear charge, set up cross fires, contest table quarters, occupy missile troops/war machines etc. Once raised it can be grown using Invocation so it may start small but again can grow fast if ignored. It is harder to cast than Invocation so expect 2PD for it to make it happen. Learn when to stop it and when to just take it and then try and stop it getting bigger and then counter attack.


Vanhal’s Dance Macabre – 3 ½ beers guinesssmilie.gif

This is the movement spell of the lore and it opens up a lot of options for flank charges with newly raised units and long range counter attacks. The unit can only move 8” so flyers and Cav can’t cover a table width in one move but it means they can get to your war machines fast. On top of that once in combat it allows the unit to strike first and reroll failed rolls to hit, not a major issue for most Dwarves against the skeletons and zombies but Wights and Vampire can hurt us hard and improving their odds is never good. Also even if the vamp doesn’t roll the spell remember there is the book with this spell in it so odds are you will see it on the table. Be ready with an odd DD and hope it runs out of power early.


Gaze of Nagash – 1 ½ beers beer1.gif

Well now we get to your standard 2D6 magic missile. Since its hard to get and the power dice will be going into raising this wont see much use and on its own the spell wont do much. Also since the vamps doesn’t have much other shooting it wont add up in the grand scheme of things. Odds are this is being used to draw out DD ready for the main magic phase.


Curse of Years – 2 Beers beer1.gif

Well this is now easier to cast than in its past version but it has its draw backs. If it gets through it will slowly kill the unit with each turn its in place it gets harder and harder. On the other hand while it’s out the vamp cant cast other spells which means less Invocations. It’s a nasty spell and worth a Spellbreaker if it goes through but be aware of what else is going on.

Wind of Undeath – 2 ½ beers guinesssmilie.gif

Well this is the first of the two big spells the vamps have. Both are hard to cast but nasty if they do. This one can potentially cause a wound on e each unit you have on the table and for each four or part of four wounds it causes a spirit host base is formed. Not only does this spell hurt multiple units but it makes ethereal units that can then fight us. Its just another way the vamps can swarm the table and tie up our support units. Due to high cost of the spell it’s worth a spellbreaker if it goes off.


Summon Undead Horde – 2 Beers guinesssmilie.gif

Well this is the second big spell and can help boost undead units over the whole table or raise a large unit of zombies from new in one go. Its OK but I have seen multiple uses of Raise Dead and Invocation work better for the same number of power dice. If they do cast it then a spellbreaker is worth the effort but overall thank them for using this than the others.

There you go the Lord of the Vampires. Nasty and relentless. If is a pain to face and can seem like the battle is never ending but keep you rhea and chose your targets well and may your axe find the vampire’s heart

LF

#2 Gortrek

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Posted 07 August 2008 - 04:55 PM

Being an undead player myself i believe i have some stuff to add


QUOTE (Lord Firmshaft @ Aug 7 2008, 08:37 AM) <{POST_SNAPBACK}>
Invocation of Nehek – 2-5 beers guinesssmilie.gif beer1.gif guinesssmilie.gif

This is the main spell of the vampires and they will cast this A LOT!!! Easy to cast on a D6 and they have access to a number of magic items and blood line abilities that make it even easier. All other armies you can blast a unit so that it is no longer effective in the game and you can move on, due to this no unit can be thought of like that for as long as one still walks the unit can come back. Lords and Thanes can be stuck fighting over the same challenge again and again as the champion is brought back. What and how many that can come back by this spell depends, characters, ethereal and cavalry can only bring a single wound back per spell, infantry are D6 ( fell bat are classed as infantry in the summary section at the back of the army book, so remember that one) and zombies get D6+4
The undead’s main weapon in winning battles is to win and outnumber and cause fear. Due to this spell and the blood line powers they can out number anyone. This is the power of this spell, respect it.
Your average vampire army will have about 9PD and can go up to 15 easily, so you will not be able to stop every go of this spell so the best you can do is limit where the raises are and how often. Learn to let a few of these slip through but stop what you can. I can’t go over how important this spell is to the Vamps so do what you can to keep it in check.
Best thing to do with this spell is not waste a spellbreaker as they will cast it again but a MRoSpelleating and hoping for the 4+ when the Vampire Lord has cast the spell is a good gamble and can really handicap the blood suckers

Really nasty spell if they cast it at the correct time

Raise Dead – 3 Beer guinesssmilie.gif beer1.gif

This one raises new units of zombies ready to speed bump, missile screen, flank/rear charge, set up cross fires, contest table quarters, occupy missile troops/war machines etc. Once raised it can be grown using Invocation so it may start small but again can grow fast if ignored. It is harder to cast than Invocation so expect 2PD for it to make it happen. Learn when to stop it and when to just take it and then try and stop it getting bigger and then counter attack.

Also the undead have access to a special item that rather than d3+4 it is d3+9, be careful of this spell, they can use it to cnarge you from behind with a really big unit of zombies and from the front with a vampire and black guard.

Vanhal’s Dance Macabre – 3 ½ beers guinesssmilie.gif

This is the movement spell of the lore and it opens up a lot of options for flank charges with newly raised units and long range counter attacks. The unit can only move 8” so flyers and Cav can’t cover a table width in one move but it means they can get to your war machines fast. On top of that once in combat it allows the unit to strike first and reroll failed rolls to hit, not a major issue for most Dwarves against the skeletons and zombies but Wights and Vampire can hurt us hard and improving their odds is never good. Also even if the vamp doesn’t roll the spell remember there is the book with this spell in it so odds are you will see it on the table. Be ready with an odd DD and hope it runs out of power early.

Depends on what the player casts it on - blood knights, black knights, or big beasties then dispell this. Skellies or zombies, dont worry too much.

Gaze of Nagash – 1 ½ beers beer1.gif

Well now we get to your standard 2D6 magic missile. Since its hard to get and the power dice will be going into raising this wont see much use and on its own the spell wont do much. Also since the vamps doesn’t have much other shooting it wont add up in the grand scheme of things. Odds are this is being used to draw out DD ready for the main magic phase.

Not really used much (there are a lot more effective spells if they want to kill you out there.

Curse of Years – 2 Beers beer1.gif

Well this is now easier to cast than in its past version but it has its draw backs. If it gets through it will slowly kill the unit with each turn its in place it gets harder and harder. On the other hand while it’s out the vamp cant cast other spells which means less Invocations. It’s a nasty spell and worth a Spellbreaker if it goes through but be aware of what else is going on.

Careful of this one - it can be really nasty if used on WM or small units. It will rob you of their effectiveness really quickly.

Wind of Undeath – 2 ½ beers guinesssmilie.gif

Well this is the first of the two big spells the vamps have. Both are hard to cast but nasty if they do. This one can potentially cause a wound on e each unit you have on the table and for each four or part of four wounds it causes a spirit host base is formed. Not only does this spell hurt multiple units but it makes ethereal units that can then fight us. Its just another way the vamps can swarm the table and tie up our support units. Due to high cost of the spell it’s worth a spellbreaker if it goes off.

This spell can be really effective - limiting our shooting and making new units in one. Very nasty. When fighting Vamps never leave characters out of units.

Summon Undead Horde – 2 Beers guinesssmilie.gif

Well this is the second big spell and can help boost undead units over the whole table or raise a large unit of zombies from new in one go. Its OK but I have seen multiple uses of Raise Dead and Invocation work better for the same number of power dice. If they do cast it then a spellbreaker is worth the effort but overall thank them for using this than the others.

This can be nasty if they get it through bolstering most of their units across the board or raising lots of zombies. But it can work in your favour - the more units he has the more likely your warmachines will hit something. Can make combats you thought were about to be done take longer but overall not the baddest of their spells.



There is my two beers on the table, you are welcome to them if you want.


#3 Ravenmane

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Posted 08 August 2008 - 04:15 AM

I was just going to add that Wind of Undeath gets particularly nasty in Warhammer Legendary Battles. If your 'job' is to bring the warmachines to supplement a larger force, WoU is something you need to hit with a spelleater.

While the Invocation is nasty, I'd weigh Danse Macabre heavier. If he summons reinforcements, it's not a big deal unless it's the bottom of the 6th turn and he's contesting table quarters. On the other hand, if the Danse goes off and the Vampire player can get in a flank charge, it's going to get very ugly very fast!

#4 Gorog Irongut

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Posted 08 August 2008 - 08:58 AM

As a vamp player, I have to agree with Ravenmane. Of all the spells Vanhel's is the one you HAVE to stop irregardless of whether it's cast on skellies or the varghaulf. It's much scarier than a direct damage kind of spell (especially as dwarfs are less prone to direct damage spell issues).

1. Invocation is a nice enough spell and indeed is the backbone of the vamp army, but I'm more than happy to let him raise more models. I save my dice for vanhel's.
I say this in part because of the way Vamp armies are. They will have spent a load of points on their vamps meaning that they start off with a smallish army. Allowing them to raise their army up to middling size isn't going to hurt anyone. Plus, no matter how hard you try you won't be able to shut down their magic phase. The harder you try, the more likely it will be that you allow a serious spell through. I'd prefer to stop the flank charge which will break my warriors to allowing him 3d6 skellies extra in a unit.
That aside, there are times when it needs to be stopped. Ghouls can be nasty in huge numbers. It would also be wisdom to stop him from healing characters or something beefy like blood knights.

2. Curse of Years is not only easier to cast it's nastier. In it's previous incarnation it only took effect in the caster's magic phases. This version occurs in EVERY magic phase (at the end fortunately). As direct damage spells go this one is ace.

example... You cast the spell on a unit of 25 dwarf warriors. In his magic phase you lose 4.17 dwarf warriors as there is no armour save allowed. Then we get to our magic phase where we have to reach an 8+ on 2 dispel dice. Odds dictate we won't. So now we suffer 6.94 further casualties. That's 11 dead dwarfs for a spell cost of 8+. What's worse is that he'll have a powerful magic phase but we HAVE to dispel the stupid thing or we suffer another 6.94 casualties. One unit is know down to 7 dwarfs from 25 just because we let one mid cost spell through.

This spell is much more destructive than invocation could be (in most circumstances). Just compare it with Gaze of Nagash (a bog standard direct damage spell of the same casting cost). Gaze should get 7.5 hits of which half wound. Armour saves leave us with 2.5 dead dwarfs. It will become 1.67 if we have the MR of Grungni. Curse outperforms Gaze by leaps and bounds. Gaze is a throwaway spell where your opponent is hoping to draw some dispel dice out.

3. The other spells are good but aren't game winning but more situational (i.e. aren't broadly powerful but capable of having a significant effect in very specific situations). I would like to note that Summon Undead Horde is an interesting spell. At 12+ your opponent will need 4 dice to be certain of casting it. While you could get more out of 4 separate Invocations, it's strength lies in two areas:
a. He can mix or match the 3d6 wounds across his entire army. This allows him to keep up to 18 units at their starting level. This is a true healing spell whereas Invocation is more used for pumping purposes.
b. This allows him to raise a unit of 5d6 zombies somewhere (i.e. behind your battle in preparation for a Vanhel's charge).

It's sheer customizability makes it an excellent spell. This is only offset by having to use multiple dice to cast it. This increases the chance of a miscast and as the Vamp General is very important (see the Poof Conundrum) it's not always wise to place him (or her) in harm's way no matter the odds. If you aren't careful your entire army will crumble.


p.s. Poof Conundrum is the catch 22 that the vamps most powerful and versatile character has to be coddled like a newborn baby for fear that he/she will actually die and the entire arm will return to the grave.

#5 Torendil Zharrgrund

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Posted 09 August 2008 - 07:00 PM

Just wanted to say this is great stuff, keep it up Lord Firmshaft, the Spellbreaker guide is evolving into something very usefull!

Torendil Zharrgrund

#6 Lord Alisk

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Posted 25 May 2013 - 07:14 AM

Is there any chance of updating this for the new book please? 

I'll be up against vampires a lot in the autumn, and my first run-in with them yesterday was nasty.

 

Cheers,

 

David.






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