Unleash the Full Power of Bretonnia. Empire, VC.
Written by SaintofVirtue   
Thursday, 29 September 2011

Third section of specific anti army tactics.  As before this is just to help you be prepared when your foe puts his army down on the table.  This is Empire and Vampire Counts. 

Keep an open mind and stay on your toes.  Just because you know what is there doesn't mean you should get cocky.

EMPIRE

I always enjoy fighting Empire.  They work with tactics and have a very unique play style.  It can either force you to become inventive or to just power right through.  They are similar to our own army in some respects.  Average stat lines almost across the board, like us.  Use of several key tactics, like us.  Ability to play every part of the game, like us.  Where the differences come is how they do it.   We compensate for the average stat lines by armor and valor while they compensate with numbers.  We shoot with bowmen and Trebuchets, they shoot with cannons and handguns.  We use the lance formation, they have detachments.  They have access to every lore, while we have magic resistance.  Their army works because of how it fights together.

Types of units.

At the end of the day these guys are human, toughness 3 with the occasional 4.  Surprisingly they do create better armor than us but since they are seldom mounted our save is on average better.  Their biggest change comes from the detachment system.  Many core units can be used as detachments and I will list effective uses for each as they come.  You can usually tell which ones are the detachments since must be half the size of the original, are usually deployed on the sides of the parent unit and cannot have a command.  As the difference between detachments and parent units is rather great I will take a bit of time to explain the how they play differently.

Halberdier.  WS 3 and at best a 6+ save, these guys die in droves but they only cost as much as a peasant.  They are the hardest hitting in combat of the detachment units and he most common.  They are usually used as support since placing your faith for steadfast in a unit that die quickly is generally not a good idea, this also applies to it running on its own.  If you do see a unit of them without support consider them all but free points since they only put out 10 S 4 attacks which our knights usually laugh off.  While a poor parent unit it is a fine support unit because of the damage potential and lack of counter attacks to the side.  It can provide some much needed attacks with some armor penetration.  The ploy is to lure the charging unit into attacking the more defensive unit while they counter charge into the vulnerable flanks.  They can bring 10-28 attacks into the combat depending on if there are two units and the frontage that they have.  This can be quite deadly due to the strength.  If only one small unit is threatening the flanks then attack is basically safe and just direct as many attacks to the side as possible to gain kills and remove their rank bonus.  If handled correctly the kills gained by attacking  the flank will overshadow the ones he gains by the flank attack.  If in larger units consider either multi charging to hit the flank units or whittling them down a bit, do NOT trade a knight unit for a halberdier unit.  They can be used in horde formation and can be taken out in the same fashion.  They have a low leadership so if the general and BSB are gone then steadfast is less useful.

Spearmen. With the same stat line and price as halberdiers, the only difference is in equipment.  This simple change in equipment changes a bit of the units use though.  The extra attacks mean that it is more likely to be used as the parent unit or solo.  However the extra attacks lack the strength to punch through our armor.  This means that while they may be more effective against our peasants our knights are harder to kill.  The typical unit is at least 25-30 strong meaning it will take some whittling before steadfast is lost.  Without serious defense, wounds are easy to get and they drop quickly.   They are the unit that is best running solo but are easy to blow away if they try it.  They do not fare well as  the detachment.  You need a parent unit of at least 30 to take a detachment of 15 to get the full effect of the spears which don't even come into effect until the 2nd turn of combat.  That's a whole lot of blah that other units do better.  Expect these units to try and engage your support units and not your combat units.  If you can safely destroy this unit without exposing a unit to counter attack do it.  Take the free points.  If in multiple units you will have to maneuver around and collapse their flanks and go down the line.  Again a trade for a knight unit should not be done.

Swordsmen.  With a boost in WS and Initiative as well only costing as much as the other units with shields, these guys tend to be the anvil that we are supposed to break on.  They are most often used as a parent unit to take a charge using their 5+/6+ save to try and resist the attacks while the detachments deal damage and flank.  Since they lack the damage potential they do not fare well in any sort of engagement on their own or as a detachment.  On their own you can blow straight through them.  Their low leadership again means that steadfast is not a terrible problem if engaged outside of the generals range.  As with the other units swordsman are not exceptional except for their cheapness.  A unit of 50 costs about as much as a unit of knights.  This does not bode well for breaking the unit except for the LD 7.  Obviously either pick apart these units one at a time or try to break through panic and their low leadership doesn't help against steadfast.  As a detachment they will likely be in small numbers so simply direct attacks towards the flanks until their ranks are gone.  As well as when you charge you should win combat which forces the detachment to take a leadership test, so they should break since they certainly will not have steadfast in their favor.  In the best circumstances the flanking detachments will bounce off our armor and then will break due to the power of our charge.  If we remove the steadfast from the charged unit all units may break and be run down.  All in all if we have a decent amount of static resolution then these units provide little threat.  Without it we bounce off and will eventually break to their static resolution.

Free Company. No armor and two hand weapons.  It can never be taken as a parent unit, though it can be taken as an independent unit.  Basically this is the empire horde unit control.  However spearmen perform this job better in large units due to the supporting attacks rule.  This delegates the free company to smaller roles of about 10-15 strong.  Which also delegates them quite nicely to detachments.  In such small numbers our knights can basically ignore them.  Otherwise you can treat them as spearmen in essence.

Handgunners.  There are two purposes for this unit.  The first is the 10 strong unit as a detachment.  It provides support fire and can stand and shoot against an unit charging the parent.  This is really the same as any other fire support unit except that it must remain close to the parent unit.  This forces the parent unit to be stationary since if it moves the handgunners must move and handguns are move or fire.  So they are basically a potent shooting force that can't move, has little armor, and a low leadership.  Being able to panic this unit so easily is often the best way to deal with them.  Even the bowmen will thin their ranks quite quickly and possibly force them to flee.  Pegasus knights are very effective of course.  Shooting is the easiest way to deal with the handgunner detachment once they start losing some serious models then they become totally ineffective.  The 2nd use is an unit 20+ strong as the parent unit with two support units.  The main reason to do this as opposed to 2 units of 10 is so a command group can be taken.   The unit champion can be given the fearsome long rifle capable of sniper fire to kill characters, champions and other things.  I'm sure that you can see how power this weapon is, and if you don't you may very quickly lose your damsels.  This formation has the benefit of putting out a lot of fire and being able to flank with the detachments if you charge the gunners.  In this case shooting is not worth it, though it does help thin the ranks, as it would take too much fire to down this unit.  An all out charge while staying outside of 12" is the quickest way to remove one of the biggest threats to our army.

Crossbowmen.  Since this unit is the same price as the handgunners it is rarely seen.  In fact the only reason you would take it would be for a range of 30" and not 24".  In the immortal words of Chris Farley "Well La DE FRICKIN DA!"  You will very rarely see these units.  If it is taken treat it similar to the handgunners.

Archers.  They suffer the same point cost as the handgunners.  Unlike the crossbows however they do have a niche.  They can't be a parent unit and are not effective as detachments.  So that leaves us with an independent unit.  Their chief virtue is the skirmish formation and the ability to take a scout rule.  They make an excellent screen unit when deployed in front of the army.  They protect the rest of the army though they deal little damage themselves.  This is most often used to protect artillery trains.  In the end they are a simply screen unit.  Easy to sweep away in combat and more nuisance to us.  As a scout they are alone and unsupported making them easy points for the taking.

Greatswords.  The last unit capable of taking part in the detachment game even though it can only be a parent unit.  It is often that parent too, as well as the general/BSB bodyguard.  With the best save 4+ and highest counter attack ability as well as being stubborn it is arguably the best at its job .  This unit is most likely to be the center unit that you are supposed to break on.  This unit is a pain to deal with.  10 S 5 attacks per turn will whittle down even our knights and with the decent LD they may be in combat for quite time.  Either overwhelm the unit with sheer weight of knights but since that is unlikely consider them prime targets for a trebuchet and magic.  Simply avoid them until they are manageable.  If it is an aggressive unit you may have to sacrifice some of your back line until you are ready to deal with them.  Panic works well too if possible.  Make no mistake, this unit can be one tough nut to crack.  Keep a cool head and if you must kill everything else, and certainly deal with the detachments before the unit itself.

Knightly orders.  Well guess what?  They're knights with the same stat line as ours.  The biggest difference is in the save.  They are either 1+ save with a lance for S 5 on the charge or 2+ save with greatweapons.  The last trick is that they can gain a strength boost and become special and S4 base.  This puts them on questing knight level.  Basically treat them as any other sort of heavy cav.  We get an inch farther base charge.  They are tough but they lack our ward save and our lance formation!  There is no army that plays the knight game as well as we do.  It shows off how much a difference the ranks and ward save make in our favor.  Again treat them as the typical heavy cav, charge and don't be charged.

Pistoliers.  These are some serious fast cav, but they are still fast cav and same anti fast cav tactics work.  Unlike most cav however these might not be aiming for your back lines.  They do a bunch of damage with a brace of pistols and charging with anything other than pegasus knights with not be effective.  Fortunately they are usually small units and bowmen pick them off quite easily. 

Outriders.  Fast cav again.  These are not a unit that fires on the move but if you allow it to set up it will devastate you. If you charge it you must be able to withstand the full complement of shots.  Pegasus knights have a good chance of surviving and as with most fast cav will utterly devastate them in close combat.  Again bowmen work but be certain to place a very high priority on them.  Leave them no peace and if you can't kill them take cover.  Other than their firepower and the fact that they must be stationary they are typical fast cav for killing purposes and since they cost a good amount of points they are well worth it.  Even a couple knights making it into combat are enough so if you must take a shot to do the charge make sure you're out of 12" otherwise circle round.

Flagellants.  The tarpit.  After the first turn they pose little threat to knights and will start to kill themselves out.  Expect to grind them down... Eventually.  They are the tarpit and they win by other units supporting them.  They are unbreakable and kill off their own guys.  A unit of 9 KOTR should have no serious difficulty in killing them all... Eventually.  As with all tarpits if you can kill them before the end of the game and without being flanked (often by knightly order units) go ahead.  Otherwise you are only engaging them to delay them from reaching your back lines.  Do so only if it is safe because they have no support you can't intercept and take it for granted that you are not getting those points, just make sure he isn't getting any points either.

SteamTank.  Not nearly as scary as it once was it still is a potent force.  Without armor piercing weapons of S 5 at least, expect to be ground down.  It is fast and powerful but it all relies on the steam points.  If you start to inflict damage it then it loses power very quickly as most players will generate less points each turn due to the risk.  What this tells me is to hit it hard and fast.  Trebuchets are your best bet.  Barring that you have to bring your heroes with the high strength weapons.  Our best bet by far though is the virtue of heroism.  Keep some distance, or charge if you've got the cutting power.  Without the proper equipment your best bet is to charge with everything you've got.  Hope on the charge you roll a bunch of 6's to wound and that he fails a bunch of saves.  Really unless you have heroes that deal with him, just avoid it if possible.  Course you could always kill it with one hit from the virtue of heroism.

Cannon/mortar.  Classic artillery.  They deserve little attention to individual tactics.  Other than they are nasty and should be killed by our advance line.  A special award goes to the master engineers that can join the units.  Hero level characters that make the weaponry more accurate, more on that on the hero section. 

Hellblaster/Helstorm.  Unusual artillery.  The hellblaster can put out a lot of shots but since they have to roll to hit skirmish pegasus knight will probably live.  Mounted  yeoman will not.  If you treat it much like a powerful bolt thrower you won't be far wrong.  It is very likely to blow itself up due to misfires but it is highly likely to cause plenty of damage.  The helstorm is similar to a stone thrower just more damaging and more inaccurate.  These are basically artillery but they should be a higher threat than the average cannon. 

Master Engineers.  Capable of joining artillery and improving the accuracy of cannons and mortars.  Also capable of taking the dangerous hochland long rifle.  I must mention the pigeon bomb simply because I think it's very funny to watch pidgeons blow up in midair.  Other than that consider this guy points are yours if you can get into combat.

Warrior priests.  A combat hero that relies on magic spells to boost his combat power.  If you can prevent the spells he just has average abilities.  Careful though because he can take magic items.  Often used to boost nearby units.  Keep a decent magic defense and all should be well.  Just be warned about their hatred ability being granted to the enemy unit.  If they're killed before the units strikes then the unit should have lost the hatred by the time they attack.

Wizards.  Typical wizards, capable of casting from any lore.  be careful of the magic that switches profiles with a model in base contact it can truly end your day.

Combat characters.  Consider that they have many combat items similar to our own. Re-roll armor saves for example.  However they are surprisingly subpar when compared with our characters with fewer attacks, lower initiative and weapon skill.  Nothing special except the fact that they can have black powder weapons to fire with.  In combat with our characters they should drop easily if you brought something to punch through armor.  If not expect a rather long drawn out fight.  As it is important to drop the BSB and general in the Empire army expect them to be rather well defended.

Army builds.

Infantry horde.  They can spam effective infantry horde units better than almost everyone.  This list takes advantage of the numbers empire can field by fielding 2+ horde units with detachments of 20+  The key to defeating this list is to focus your fire on one horde at a time and eliminate them one at a time.  If you can manage to avoid being bogged down, this list should be able to be overcome quite easily.

Artillery train gun line.  Empire has a lot of guns.  When you see that he has a lot of artillery, it will be more than your pegasus knights can deal with.  It is often supported by the core units being handgunners to eliminate fast cav.  However we often can get into combat on turn 2.  Even if they have greatswords as combat units then a full out rush to drop as much artillery as possible is a valid option.  When the artillery is gone simply avoid combat with the units that have few numbers left.  If this is all of them then simply keep out of combat because you know that the damage you cause to the artillery is most likely greater than any units you lost.

Fake Brets.  They also have knights as core and some armies try to play Bretonnia with them by having a fast moving and tough to kill army.  This devolves into a knight fight and guess who plays that game better?  The biggest threat comes from the fast cav that our bowmen should drop ASAP.

Mix. The average army and I would say the most deadly.  It has a little bit of everything.  However since it has split its points around that leaves your units less likely to be overwhelmed by any single thing.  You must engage on your terms and eliminate the most pressing threats.

Things to expect.

Deadly fast cav.  The empire has the most deadly, to us, fast cav in the game.

Large Infantry blocks.  Empire troops are cheap and need to be taken in reasonable numbers.

Black Powder.  Quite possibly the most devastating weapon to use against Bretonnia and the Empire gets it cheap.

Getting flanked.  With the detachment system take it for granted that if you charge you will be getting flanked charged, it's not serious as long as you drop their ranks.

Crazy warmachines.  They have some wacky equipment over in the Empire.

Greatsword bodyguard.  Really other than a Cav unit this is the only viable bodyguard unit.

Wimpy characters.  The average Empire lord is no combat monster and only his magic equipment may rectify that.

 

 

VAMPIRE COUNTS

They were one of the most powerful armies at one time but they no longer rule the roost though they are still dangerous.  Perhaps the most dangerous part is that many players switched to the potent vampire counts last edition and retain a lot of the experience of playing with them.  A beginning vampire count player will fall into several traps that the more experienced player would avoid.  At the heart of the army is the general.  Drop him and things will go much better for you, in fact it will often win you the game.  As such he should be your first and primary target.  As another thing to watch for, everything causes fear and is unbreakable so stay near the general.

Types of Units

The average unit in the vampire army has a poor weapon skill and are noteworthy for one thing only... the ability to get back up.  No unit exemplifies this better than the zombie.  It's stats are pathetic, very much so, they make the M@A look like crack troops.  They die in droves but are there to hold up your units for an indefinite period of time while more powerful units move in to finish you off.  The key thing about this unit is that a vampire can resurrect more zombies per spell than any other unit.  In combat they will kill a single knight every 6 turns of combat without the charge, while we kill on average 4 zombies a turn, you can almost double that due to crumbling.  You can also expect this unit to grow beyond it's starting size so if a small unit is taken a quick death may do good things.  Without support this unit will be plowed straight through and if there are no supporting spell casters nearby this unit is basically free points.  The biggest threat is that brand new units of this type can be created to charge block and similar reasons.  Even fleeing from these units won't spell your death.  Just a number of hits that you get armor saves against.

Slightly higher up on the undead totem pole are the skeletons. These guys are in essence M@A statwise.  Again they can be raised beyond their starting size so that a small unit can quickly become a large unit.  Quickly engaging small units when you have the chance is certainly a valid idea.  Sometimes a 2nd turn charge can save you a lot of trouble later.  Again without magic support our knights will go through them killing about 3 or so a turn and then basically doubling that.  Again not a true threat by themselves but are designed to hold you up until combat units arrive. 

Crypt ghouls are the next step up on the threat list but they are, again, not terribly effective against knights.  M@A on the other hand will die in droves and should avoid combat against this threat.  They have a higher toughness which hampers our ability in subsequent turns and they have the same WS and a knight errant so those knights should consider looking elsewhere for valor.  On the charge we can inflict some serious damage on this unit and it is the best opportunity you get for wiping the unit.  They also seem to be the way that most players field their base infantry, due to the higher toughness.  Not terribly effective in horde formation since the supporting attacks are limited to one each.

Grave guard are the only legitimate threat in ranked infantry that the vampire counts have.  As such many armies make grave guard the core of their armies or even their deathstar unit.  The main problems arise from great weapons and killing blow.  Good strength and the ability to negate our armor and threaten our characters means that this unit is certainly a threat.  It is used as the bodyguard unit for the main general fairly often which means you will have to engage it at some time.  Since it is often paired with the regeneration banner the easiest way to cause casualties to it is in the shooting phase.  Flaming bowmen to cause a wound then follow it up with trebuchet shots.  Without the regeneration they do die rather nicely to the flying rocks.  In combat direct any attacks you can at the inevitable battle standard bearer or character in the unit.  Since the targets of most charges will not be the unit proper but what is contained in the unit allow me to address that.  If a charge will bring about the end of a powerful wizard and/or the general than the sacrifice is worth it, especially since if you flee you are likely to get away.  If you have characters then direct their attacks (especially flaming and killing blow) on the enemy characters, though the flaming may wish to attack the unit as well.  If there are no characters in this unit then there is no need to engage it directly.  As a side note a similar point amount of M@A will very likely sit in combat against this unit for a long period of time and without support may well grind a good chunk down.  Stay in a formation larger than your foe if possible, horde is ideal.

The last infantry choice are the Cairn wraiths are one of my least favorite units in the game to deal with.  They lack ranks, but more than make up for it with hitting power.  With 3 attacks at S5 each they can rack up some damage quickly. The banshee also is a royal pain with the only shooting in the vampire army and should be considered a good target to kill.  Since they are ethereal, shooting is useless as are normal attacks, leaving only the magic phase, characters, resolution and grail knights.  In the magic phase keep in mind that if there are less than 5 wraiths then wounds can start to overflow to the banshee a couple of magic missiles and that may be dead before you know it.  The easiest way to deal with these units is to have the mighty grail knights charge and show that magic attacks on such a powerful unit are well worth it.  It is important however to make sure that you have something to take on the powerful hits.  Characters with gromril great helm or dawnstone work well and may very well grind the whole unit down.  If you hit this unit make sure you brought enough power to make them go away for good.  Since they are skirmishers they may hang out in the woods to remove your ranks.  In this case I would simply try to avoid them.

Bat swarms are the vampire counts answer to artillery.  Sadly they are rather ineffective against them and need larger numbers to be effective at killing things.  A single base will kill on average a single peasant.  I have usually seen them used to fly into a support line to try and hold it up for an indefinite period of time, knights don't even notice them.  As long as you have about 4  peasant bowmen per bat swarm you should be in little danger, even if the odds don't favor you having a nearby unit to bail them out is simple since they are unlikely to break the unit and will get you a few points for little effort.  In reality expect to see few of these as most players rely on the fell bat.

 On the subject of the fell bat these are much more effective than the simple bat swarms.  They are in essence a flying unit designed to face off against support units.  Any legitimate combat unit will swat them away like flies, though the M@A may take some wounds.  Since they skirmish shooting isn't very effective and they will win combat against most bowmen/trebuchet units.  The key to facing these guys is the exact same as facing any other support line killer.  Deploy combat units far enough ahead so that they can't charge before you get a chance to counter them.  Handled well they can be stopped before they ever reach your lines, and if they have a chance to remember that fleeing now may allow the unit to rally later and might doom the fell bats as well.

The last of the bat critters is the Vargulf.  Reliably hitting with 5 attacks at S5 it can start to add up the damage.  Fortunately the damage isn't great and if you have static resolution he can go away quickly.  The best way to handle him is to have a character with some flaming attacks or decent strength.  By himself a character and a unit will not pose a terrible threat.  Flaming bowmen have a decent chance of hurting him as well.  Every wound you cause will help you out later.  He also must be intercepted by a legitimate combat unit, since he can tear through peasant bowmen and trebuchet crew.  Though make sure you don't get bogged down and he can give you some nice points.

Corpse carts are an interesting unit.  They get thunderstomp but our knights don't care, and the attacks are pitiful.  Any combat unit fighting it will blow right through it easily.  It can be ridden by a necromancer but he is just target bait for our archers no matter where he hides.  In a unit he can be picked out since he rides a monster and should be dropped quickly to reduce the magic ability.  Flaming arrows spell death for this unit.  Really just consider it a nuisance unless ridden by a necromancer.  Either way easy to kill with shooting means that our archers have a target and may earn their points back.  Be warned of the benefits they give the enemy army.  Adding more models resurrected and possibly reducing your casting value can quickly become annoying.

Spirit hosts are another interesting unit.  They are a swarm unit with ethereal.  So consider sending magic attacks against them, Grails will blow straight through them and other knights will just deal static resolution damage plus any character attacks.  Remember that they have 4 wounds and don't engage them if there are any threats to your flanks.  Archers will suffer but again keep a good interception against them.

As the start of the faster units, there is the black coach.  A chariot with decent power to start... Of all the things you should take out quickly... This is it.  Every turn it can become more powerful and by the end of the powering up phase it can wreck things.  Drop rocks on it, magic missile it and get the charge in as quickly as possible otherwise it can truly change the game against you.  Hit it fast and hard otherwise... forget it.

Next are the dire wolves... Fast cav... that crumble and can't flee.  They are not terribly threatening at all.  Treat them like fast cav with less of a threat.

Black knights are next.  If we get the charge we will blow straight through but due to the vampire count magic movement spell they might very well get the charge on you.  Keep your static resolution with you and let the characters beware.  Also be warned that they care little for terrain and may very well try to launch an ambush from the terrain.  Other than that they are like any other heavy cav unit.

Lastly are the blood knights.  Seldom seen due to cost both monetary and point.  These guys can wreck your day.  With 3 attacks at S 7 on the charge they can truly wreck a unit.  M@A could perhaps take the charge with numbers.  Other than that... Flee.  Don't take the charge it will kill you.  Our only chance is to focus fire with multiple units and get the charge.  They are frenzied and with leadership 7 there is a good chance they will fail.  Baiting with Mounted yeoman might really pay off.  This unit is a major investment for the enemy and killing it without loss can very easily win you the game.

On to the characters!  The first is the hero level necromancer.  Pitiful by any account except for the cost.  They get to choose their spell.  The can provide some serious chance to channel for cheap.  Not really a threat compared to the other characters.  If one is there feel free to wipe him out.  But unless in large numbers don't consider them worth going after.

The wight character is tough as nails but lacks magic.  As such he makes a fantastic BSB.  be warned of his killing blow ability and consider him a target for your own killing blow ability.  Unless you have some powerful attacks going into this character he is best avoided.  Sadly he makes his home as a great bodyguard for the more squishy vampires.  Again unless you can drop him quickly, as in a turn of combat, don't fight him with a character.  Keep him fighting a champion if possible while you wipe out the character he is protecting.

The vampires themselves come in two different flavors... Combat and magic.  Combat ones are quite dangerous and should be handled with extreme caution and several killing blow attacks.  They may very well negate all of your armor so be careful.  They are also better fighters than our characters so make sure that if possible bring the force of everything you can to kill these nasties.  Fortunately if they are damage specced they lack the magic to keep the rest of the army going.  They can be avoided while you wreck the army that won't regenerate very quickly.  If they are combat wipe out the spell casters first.  The magic users lack the combat power and though they are still dangerous our characters have a legitimate chance of killing them.  Magic generals you can bring the full force of the Bretonnian army against him without little worry.  In fact I recommend doing so. 

Kudos must be given to the accursed magic item called the helm of command.  If you suspect this item of being on a character attack him with a throwaway unit if you are engaging a separate unit.  Since it allows the vampire to give his weapon skill to a unit unless he is in combat and since it is generally on a magic caster since he avoids combat it is a dangerous combo.  WS 7 graveguard is no joke.  Expect to lose the unit that fights the general but it will save the likely more pricey unit that is fighting the other unit.  If you lack throwaway units consider a full fledged charge to simply remove this lone item.  He can't give his WS to a unit if he is fighting and without that support his unit might very well be blown apart.

Army builds.

Magic multiplying.  They tend to start with fewer units but use their magic power to create more units and boost the size of their army before you get there.  Throw in some respectable damage spells and they can bring you to your knees by sheer numbers.  The best way to deal with this army is to close fast and hit the wizards hard.  Due to our speed this army suffers a bit against ours.

Combat.  This army throws most magic out the window and focuses on bringing the hurt with knights, vargulfs and similar powerful units.  Here you need to focus on priority targets and pick apart the army bit by bit.  Take out the general if possible but really you need to put tactics into play to take out the dangerous parts while suffering little damage.

Deathstar.  Giant unit of graveguard, with regeneration banner.  Houses the BSB and any other characters.  It can be treated like most other deathstar armies.  Dwellers below, and trebuchets are your friend.  Again almost any sacrifice to kill the general and other valuable characters is worth it.  Drop the characters and don't be afraid about fleeing.

Things to expect.

Magic.  Vampire counts live and die by their magic.  Cut it off at the source.  It allows them to move again, and raise units being their most important spells.

Regenerating units.  Vampires can raise more dead models than anyone else.

Created units.  Vampires can create brand new units on the table.  Watch out for that.

Death of general= victory.  I can't stress this enough.  Kill the head and the snake dies.

Tarpits.  They don't go away!  Their whole goal is to stop you long enough for dangerous things to end you.

Spear and Magic helmet!  I haven't come across a vampire army that DIDN'T have that blasted helm of command.

Killing blow.  There are a legitimate number of units with killing blow so be careful with the characters.

Last Updated ( Friday, 30 September 2011 )