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play with a Vampire Counts army in games of War hammer. Warhammer army books are split into sections, each of which deals with a different Page 8. Ghoul King, the Vampire Lord, and the Master Necromancer. as the best choice who is probably the General of your army. Download warhammer army book vampire counts 8th edition pdf. pdf Torrent Downloads - download free torrents! Books: VAMPIRE SCIENCE.

Gold Sigil Sword: Attacks made with it are Initiative 10, 15 points. Vamp Lords already have I7, Vamps have I6. Bumping up the Wight King is okay though. Not terrible, but Vamps already have such a high WS it's not too great unless low on points and need to bump up the hero assassin. It's the poor man's Obsidian Blade.

Not a bad choice. But truth be told, Sword of Might is better. Relic Sword: 10 points. But chances are good your Vamps are going to be Wounding on better then that anyway. Shrieking Blade: Bearer and thus their Unit causes Fear. Everything you have that isn't a Necromancer who isn't going to be by himself causes Fear.

Tormentor Sword: 5 points, any monster or character who suffers an unsaved Wound has Stupidity for the rest of the game. There is almost never a time this is useful for anyone. Warrior Bane: 5 points, any monster or character who suffers unsaved Wounds from it loses one Attack each to a minimum of 1.

In the imaginary scenario where you are facing another Vampire Counts player and throw a hero Vamp against your opponent's Lord Vamp, this could be conceivably useful. But that's about it. Not terrible. Okay for kitting out a Vamp for some survivability. But there's better choices. Factor in that Heavy Armor costs only 6 points and you're looking at 44 points for that Ward Save. Forget it on the Wight King.

Trickster's Helm: 50 points, wearer has one extra point on their Armor Save. Any Wound that manages to get through has to reroll it.

Probably better than the former option. Armour of Silvered Steel: 45 points. Here's your best choice from the magic armor. You don't need Heavy Armor with it, and the Shield will only grant a Parry. A very good choice if you are taking a great weapon or a paired weapon Armour of Fortune: 35 points.

Not good either. Helm of Discord: 30 points. One extra point of Armor Save, and at the start of each Close Combat you can choose an enemy in base contact with the bearer or the bearer's Unit. They must take a LD test. If its failed they can't make Close Combat attacks and it automatically hit by yours.

Souped up version of Beguile at twice the points. Not bad, but yeah; it's just a souped up Beguile. Good on a Wight King. Glittering Scales: 25 points.

Stacks well if on a zombie dragon Shield of Ptolos: 25 points for a Shield. Spellshield: 20 points. Grants Magic Resistance 1.

Meh, Magic Resistance is pretty weak this edition so not a great choice. Dragonhelm: 10 points. Since Strigoi Ghoul Kings can't take magic armor, there's not really any good reason to take this. Enchanted Shield: 5 points for a Shield. Bearer has two extra points to his Armor Save. Actually a nice option since it's only 2 points more than the standard non-magical shield Vamps can take for an extra point of armor. Mostly a useless magic item, especially for the army of badass heroes who heal the fuck out of themselves.

Taking this and regular Heavy Armor instead of the Armour of Destiny saves you 5 points of Magic Items, which allows you to take that Charmed Shield at the cost of one more point total for your Vamp.

This makes it better in most cases. Sadly, there's no reason to take it on your Strigoi Ghoul King since you can't combine a Regeneration save and a Ward Save. It can give your Necromancer survivability.

Obsidian Lodestone: 45 points for Magic Resistance 3. If you're worried about the Mortis Engine blowing up, this is your good luck charm. Obsidian Amulet: 30 points, grants Magic Resistance 2. Same purpose as the Lodestone.

Dawnstone: 25 points to reroll failed Armor Saves. Not a bad choice for a survival Vamp. Pair it with the Armour of Silvered Steel for best use. Since your SGK can't have armor, there's no reason to take it with him. Costs 15 points. Maybe in a low point game, but in a legitimate 1. Obsidian Trinket: 15 points, grants Magic Resistance 1. As with the other Obsidian items. Do you really need a Ward Save this bad?

Not terrible, but Even for your Ghoul King. Cash in on that Mortis Engine bonus with your Necros and Vamps! Great choice if you're fielding one. If you're afraid of your caster sitting in a Zombie or Skelly bunker being picked off by Fell Bats, Giant Eagles, and the like then maybe.

But tailored lists are probably the only place this belongs. Luckstone: One use, reroll a failed Armor Save. It's twenty points less than the Dawnstone, but is reduced in effectiveness thanks to the fact whoever you're kitting out to survive will probably be facing more than one Armor Save.

Probably meh. Magic Standards[ edit ] Rampager's Standard: 55 points to reroll your Charge distance if it fails. This alone pretty much makes it useless. Wailing Banner: Causes Terror for 50 points. Generally speaking, this isn't what you want in this army since it's just upgrading your Fear to Terror which a Vamp could do plus the combination of items that make your Fear-causing list badass doesn't leave room for a third Banner.

But if you just want to plod your way through the map without going around things, taking this is good.

At any rate it'll prevent your opponent from factoring it into the Movement Phase when trying to get an edge over you. Razor Standard: Now here we go! It's by no means a "must have", but it's okay and if you need to pick something for your BSB.

Warhammer/Tactics/8th Edition/Vampire Counts

This is actually pretty good, since Combat Resolution causes you to take casualties. If you've got a Unit like Grave Guard that can take magic banners this is a good choice. Your army is based on getting into melee, so this is a good choice as well. Lichbone Pennant: 15 points for Magic Resistance 1. Some survivability for Units marching close to the Mortis Engine. MR doesn't do anything for magical attacks.

Sounds great to hide from Crumble? Well, you can' use the General's Inspiring Presence rule. But you only Crumble when the General dies Banner of Eternal Flame: 10 points.

There is NO army in the game who are precluded from this option. Use it to chop down enemy Regenerators, scare the beasties but everything in the army already does , and clearcut those fucking Wood Elf tree monsters.

Predicted Release Order (percentage complete):

Gleaming Pennant: 5 points, reroll your first failed LD test. Can save you from Crumble. Crumble is not a leadership check, it states by the amount you go over, not if you fail therefore this is utter pointless.

That's a LOT of points for something there's better options for. Feedback Scroll: 50 points, one use. Instead of dispelling, you can use this.

The spell works, but for every power dice used to case the spell the casting Wizard takes a Wound. If you're lucky, you can use this to take out your opponent's only spellcaster. Pretty good choice. Scroll of Leeching: 50 points, one use. Use it instead of dispelling, you get to have as many dice as was used to cast the spell in your next magic phase no more than 12 dice ever, remember. This puppy, if used when your opponent whips out Dwellers or Cas's Comet, can get that Black Coach out a few turns early!

Sivejir's Hex Scroll: 50 points. One use, once again you use it instead of dispelling. Enemy Wizard must roll their own level or lower on a D6, but if they fails they turn into a frog. They can no longer cast spells, their magic items stop working, and all stats other than Wounds become 1. Power Scroll: 35 points. One use, use when you cast a spell. ANY roll of a double causes Irresistible Force and a miscast.

Suicide spell, coupled with Forbidden Lore you can try to whip out a level 6 spell that your opponent cannot try to prevent. It's actually not a bad option, taking a single Vampire on their own, far from friendlies the explosion radius can hit and whipping out something big. Wand of Jet: 35 points, one use, after you roll your power dice you can tack on an extra power dice roll.

Not bad when you're trying to conserve dice between multiple spellcasters. Forbidden Rod: 35 One use. Since you can restore such Wounds with the lore attribute, it's not a terrible tradeoff particularly if you can save some of them with Black Pariapt. Trickster's Shard: One use only.

But this won't really save you from dispelling, and on phases you aren't casting many spells it's wasted. Earthing Rod: 25 points. If you miscast, you can reroll the result. Not a bad idea but it's a bit too expensive to reroll what will probably be another "localized Exterminatus".

Dispel Scroll: One use, 25 points, use instead of attempting to dispel. Auto-dispel an enemy spell, unless it's Irresistible at which point the caster won't be around much longer most likely. This is never bad, for any army, to take. Power Stone: One use. Before you cast a spell, you can use this to add two power dice you must use at least one of your regulars.

Scepter of Stability: 15 points, one use. Pretty good.

You have much better ways to get it. Scroll of Shielding: 15 points, one use. Use instead of dispelling. Since most spells you should be afraid of barring the Lore of Death don't cause direct Wounds, this is usually a mediocre option. Enchanted Items[ edit ] Wizarding Hat: points, bearer is a level 2 Wizard in a random spell lore but has Stupidity. Since the only two options that can afford it are already level Wizards there is literally no reason to ever take this. WAIT- it could technically grant access to the lore of life.

Warhammer Fantasy - 5th - Army Book - Vampire Counts

In massive points games, you could therefore have access to every single lore!!! Fozzrik's Folding Fortress: points, deploy a Watchtower on your side of the field in the deployment zone. Since your army relies on Close Combat and you don't really have any ranged options, this is a terrible choice. It's possible you can stick a caster in it and use it as a bunker, but your army would still need to be close by to get use out of it which goes back to the main problem; you need to be in Close Combat, you have no ranged options, your opponent probably does.

If it moved, you could deploy it anywhere, or was in the middle of the field under your control things would be different. Arabyan Carpet: Grants Fly for 50 points to an option on foot. They cannot join a Unit. Crown of Command: Grants Stubborn for 35 points. Your army is Unbreakable, once again there's no reason to take this. Healing Potion 35 points, one use.


At the start of the turn, recover D6 Wounds. Not really a terrible choice, but it fulfills the same role as Invocation. So unless you can think of a situation where you'd want it, skip it. Featherfoe Torc 35 points. Flying creatures and their riders reroll successful rolls to hit the bearer and their Unit in Close Combat.

Good for tailoring a list, but there's not really a guaranteed need for it. It's main use is if you fear warmachine hunters going for your caster bunker. Double meh. The only thing in your army that doesn't cause Fear is the Necromancers, who will NOT be by themselves; so no, don't ever take this. Potion of Strength 20 point one use item, used at the start of either player's turn.

Probably not. Potion of Toughness Also 20 points, one use, used at the start of either player's turn. More useful, especially on a Strigoi Ghoul King, but still not particularly handy in most scenarios.

The Other Trickster's Shard 15 points. Models in base contact with the bearer reroll successful Ward Saves. It's a good "fuck you" to High Elves, and can be situationally useful in many scenarios against other armies.

Potion of Foolhardiness 5 points, same rule as the other two lower point potions, grants Immune to Psychology and Devastating Charge. If you took a Vamp with Flying Horror this can be situationally useful, but as is?

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Wight King could benefit how? There's also the Forbidden Lore, where a vampire character can use any of the main rulebooks lores excluding Life. Lore of Vampires[ edit ] No matter how you play, you will end up with at the minimum a Level 1 caster in this lore. The Magic Phase of Warhammer Fantasy is basically a glorified game of chicken arbitrated by dice.

Approach Lore of the Vampires from this perspective: how can you scare the wits out of your opponent? These three spells are the core of what makes the Vampire Counts terrifying: endeavor to have all three of them available to you, preferably with a redundant Invocation every turn on a Vampire or Necromancer Hero. They're all cheap spells low casting values for what they do, combined with the ability to reduce their casting values with different options in your army and have effects that dictate the flow of the game.

Taking a Level 4 Master Necromancer or the Hero level Mannfred in games where you can't afford a kitted out Vampire Lord caster is always your best bet. The Magic Phase is where Vampire Counts have a huge advantage: if you want to play the army to its fullest, exploit the shit out of it. The lore attribute, Curse of Undeath, allows you to allocate one healed wound to the caster or a model within 12 inches of the caster of any spell in the lore.

For great times late game cast spells around your Coven Thrones to keep that rape train running and make your opponent cry as the ladies cause their troops to hit themselves. Early on it's the primary way to keep your Mortis Engine from self-destructing. Invocation Of Nehek: The signature spell and the army's bread and butter. It's an augment that heals infantry for D6 plus the caster's level.

Ghosts, vampires, and large targets heal exactly one wound from it two if you factor in the lore attribute. Characters and their mounts are not affected by the spell. Everything else heals 1 plus the caster's level.

Nominate direction after it is placed and roll an artillery dice and multiply the result with 3. In subsequent turns the vortex moves a number of inches equal to the roll of an artillery dice in a random direction, if a misfire is rolled the spell ends. Any unit touched by the vortex suffers D6 S6 hits. When models are killed by these hits the closest friendly unit to the Vortex regains Wounds as if Invocation of Nehek had been cast on it on the lowest complexity at the end of the magic phase.

Where no second point cost is listed Vampires and Vampire Lords from other Bloodlines cannot download these Powers. Vampires and Vampire Lords cannot spend more points on Powers of other Bloodlines than their own. Every reference to Vampires in this section also applies to Vampire Lords. Carstein: Call of Winds: Once per game at the beginning of your turn the Vampire can call a storm over the battlefield.

In addition no model may use the fly or hover special rules. For another, if you're trying to cast spells normally - playing back and forth to bait out spells to get the ones you want through, then the caster level bonus overwhelmingly favors level fours, to the point that if you can't field a level four, your better off miscast fishing for super spells, and the fact that you can throw six dice and these powerful spells means far too many games come down to a single die roll.

Granted, 7th edition had its own flaws.

Basic infantry just do not stand up to anything that hits hard, even when charged from the front. And basing magic dice available on number of wizard levels you're fielding saw some armies tzeentch daemons, some undead rolling 20ish casting die against other armies who could supply at best five or six dispel dice, and it was a big problem in itself that, imo, will need to be addressed.

Furthermore, for our faction in particular, the current rules and our current rulebook promote far, far greater varieties of list building. You can deliver blender lords in infantry or cavalry. You can run ghoul themes with horrors, ghouls, and ghoul kings.Giving him a magic weapon isn't necessary seeing as he already has 5 Poisoned Attacks and S5 is not as much of a boon as you'd think. After Konrad's death, Mannfred became the undisputed ruler of Sylvania. The cost of the equipment does not count towards the budget of Vampiric Powers.

His insanity is reflected by a special rule called "One Bat Short of a Belfry" which has you roll for his current mental state. A good option is a horde carrying Screaming Banner enemy units taking Fear tests in combat with the unit carrying the banner roll an extra dice and discard the lower one marching with a Vampire who has the Supernatural Horror causes Terror and Fear Incarnate enemies that pass their Fear test must reroll it and cancels out their Stand Your Ground from their BSB.

If you're paying to swap his poisoned attacks for extra attacks or strength as he loses those Poisoned Attacks as they do not apply to magic weapons, and it's stated in the core rulebook a character with a magic weapon MUST use it. New option for 8th edition, they are 30 points each and have a statline like weaker Black Knights.

Rumour at the time sugge ted that Mannfred had led van Hal to Pieter's lair.

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