Tuesday, January 24, 2012

Some observations on VC gameplay

So after a few games of playing with the new VC, I have some notes to share with you guys:

  • A Lv.4 is really important in the army because of magic dominance.  You really need a strong magic phase to keep your units in good number.  Grave Guard are still amazing with GWs, it's just they're a lot more fragile than last edition.
  • Supporting casters are a must have too.  The 6" bubble for rank 1 IoN is a great way to raise bunkers and keep units alive when they're next to you.  2 dice is a good chuck for a Lv.1 caster.
  • Ethereal re-directors are decent, not the best.  The reason why is because of the 12" bubble and clunky bases giving you a harder time.
  • Speaking of the 12" bubble, this is my biggest observation.  It keeps your entire army bunched up and close together and leaves very little choices on army composition.  A large core block of Skeletons is the right way to go (I've tried 60 and 2x 30) and the larger block allows you to anchor on one side of your flank entirely.  The 12" march bubble is very important in 2 respects:
    • It makes cavalry-based armies a little less attractive.  You want movement, you desire movement, but leaving your army behind you while you seek glory is just troublesome.  Foot Lords are probably better because you want to be in the center of your army.  Cavalry Lords are bad unless your entire army can keep up with you (an entire cav army or flying Vargheists).
    • Overruns and pursues can be bad for your Lord's unit.  Say you win combat by a lot and roll really high to pursue or overrun.  Unless your units are in position to charge or counter-charge next turn, their movement gets hampered a lot.  You can't march unless you're within 12" and you can't rely 100% on Van Hels to get your shit where it needs to be.
    • If you plan on taking Black Knights, they should probably hang out behind your main forces or something so you can VHD them around the side so they can supporting charge next turn.
  • Big blocks of Skeletons are pretty win.  My Ghouls have done pretty well in games, but I found Skeletons to be the core unit for price vs. effectiveness.  You just lock something down hard and that's always good.
  • The biggest winners I've seen on various forums, battle reports and personal experience is the Mortis Engine, Crypt Horrors and Vargheists.  The Mortis Engine just lets you cast with +2 to all things and it's just ridiculous.  When a Lv.1 casts like a Lv.3, there's a good chance you'll get a lot more spells off.  With IoN needed to sustain your army's model count by the time you move across the battlefield, I would definitely recommend the Mortis Engine.  The funny thing is that Crypt Horrors are also really amazing.  T5 with 4+ Regen because of the Mortis Engine really holds the line when you need them too.  And Vargheists, flying Frenzy Monstrous Infantry is just really good.  Good WS, high S, good I, flying, a lot of attacks, it's all good.  T4 with no armor saves might seem like liability, but it's mother fing ridiculous vs. armies that don't have a lot of shooting or magic missiles.  They just fly over most re-directors and hit things on the flank.  Bam, dead units everywhere.
  • So in summary, let's recap what I think is good:
    • Big units of core to hold flanks (Skellies!)
    • Ethereal misdirectors are clunky with the 12" bubble
    • The 12" bubble really hinders movement and keeps your army tight
    • Mortis Engine, Crypt Horrors, Vargheists and GG w/ Great Weapons (yes, they're still amazing) are the way to go.
PS - And this is probably pretty random.. but I managed to get my hands on a Ogres army for really cheap.  Guess I'll have Ogres on top of VC soon!

PPS - Hellheart vs. Vampires when they have a Mortis Engine just ruins their undead lives.  Roll twice on the Miscast chart and you pick the result.  Terrible.

PPPS - I have a game as High Elves vs. the new VC tonight!  BR will come soon :)

No comments:

Post a Comment