Superbran
09-30-2009, 11:09 AM
So I want to start off by saying that I am not a regular fantasy player. Although I enjoy it, I don't get to play on a regular basis. I am positive that there are answers to my thoughts/questions and I would love to hear them from the players that frequent this forum. I agreed to be the extra man at my gaming store for the ard boyz this past week and it got me thinking on some things and I figured I would throw these thoughts out here.
First and foremost although this isn't a vampire question, it is something that has had me baffled for a while. If you complete set up first, you get a +1 to the roll to see if you go first. I understand this. If you roll a 2 and I roll a 3, we tie due to your +1. When we roll a tie breaker, should your +1 still be in effect or is it just a straight up roll? Sorry I know its not a vamp counts thing but it was on my mind, now back to the good vampire stuff.....
I'll start with this thought. Why would anyone want to play skeletons or even worse zombies as a tropps choice. Zombies flat out blow and even though you can ressurect more at a time it is nothing compared to the amount more that you will lose due to ws2, t2, no banner. Skeletons although decent enough are in my opinion nowhere near as good as ghouls. They cost the same, have less attacks, no poison, and t3. Sure they have a 4+ in CC and 5+ vs. range but its only a t3 model and it doesn't benefit from ghoulkin.
This brings me to my next question, why wouldn't you always run ghouls and take ghoulkin? It's a 25 point upgrade that could effect all of your troop choices. Starting off 8 inches closer to enemy is always a good thing.
Is there ever a reason to not mount your vampire heroes on barded steeds unless you plan on flying them out of a unit in order to charge something?
Is the frostblade option really all that good since your vampire lords are so important and yet so fragile?
Are dire wolves really ever worth it? It seems to me that they usually get shot up before they can do anything and even if they can charge an enemy, they still suck in cc. I mean they fight so poorly that they can be a legitimate liability in cc due to the ease of which your opponent can kill them. Also even if they hit softer units, they still fight so bad, that its anyone's game when they get locked in. I mean WS3, str 3, t 3, no armor just sucks. Am I missing out on what their purpose is? Even when I charge an enemies flank, the do so little and end up dying to returned attacks that it tends to be a liability for me. The opponent looses there ranks, (maybe) and does an extra 3-4 wounds instead.
What is the point of taking a necromancer? There seems to be no reason at all to take one. Even if you just wanted some guy to carry dispel scrolls, couldn't you have a vampire do it and still be a factor in CC?
Well, thats just a few questions/thoughts that crossed my mind. I hope some of you can give me some insight into these things and hopefully I'll learn how the vet's use these units.
First and foremost although this isn't a vampire question, it is something that has had me baffled for a while. If you complete set up first, you get a +1 to the roll to see if you go first. I understand this. If you roll a 2 and I roll a 3, we tie due to your +1. When we roll a tie breaker, should your +1 still be in effect or is it just a straight up roll? Sorry I know its not a vamp counts thing but it was on my mind, now back to the good vampire stuff.....
I'll start with this thought. Why would anyone want to play skeletons or even worse zombies as a tropps choice. Zombies flat out blow and even though you can ressurect more at a time it is nothing compared to the amount more that you will lose due to ws2, t2, no banner. Skeletons although decent enough are in my opinion nowhere near as good as ghouls. They cost the same, have less attacks, no poison, and t3. Sure they have a 4+ in CC and 5+ vs. range but its only a t3 model and it doesn't benefit from ghoulkin.
This brings me to my next question, why wouldn't you always run ghouls and take ghoulkin? It's a 25 point upgrade that could effect all of your troop choices. Starting off 8 inches closer to enemy is always a good thing.
Is there ever a reason to not mount your vampire heroes on barded steeds unless you plan on flying them out of a unit in order to charge something?
Is the frostblade option really all that good since your vampire lords are so important and yet so fragile?
Are dire wolves really ever worth it? It seems to me that they usually get shot up before they can do anything and even if they can charge an enemy, they still suck in cc. I mean they fight so poorly that they can be a legitimate liability in cc due to the ease of which your opponent can kill them. Also even if they hit softer units, they still fight so bad, that its anyone's game when they get locked in. I mean WS3, str 3, t 3, no armor just sucks. Am I missing out on what their purpose is? Even when I charge an enemies flank, the do so little and end up dying to returned attacks that it tends to be a liability for me. The opponent looses there ranks, (maybe) and does an extra 3-4 wounds instead.
What is the point of taking a necromancer? There seems to be no reason at all to take one. Even if you just wanted some guy to carry dispel scrolls, couldn't you have a vampire do it and still be a factor in CC?
Well, thats just a few questions/thoughts that crossed my mind. I hope some of you can give me some insight into these things and hopefully I'll learn how the vet's use these units.