LIBER TACTICUS - Article about Blood Dragon tactics

Taken with permission of Skavenblight


In these dark and mysterious pages ;) I'm going to represent some of my favourite tactics when playing vampire counts and Blood Dragons particular.
This article has two section. First is section where I will tell what I think about every aspect of undead force. Second is where I'll talk about magic.
Now every non-vampire player should not read this or you will lose your sole to the gods of vampires and you will soon tart vampire army. For us vampires it's already too late ;) Now if you have decided to read on keep in mind these are written for 2500 pts games since they are what I'll play mostly. Any tactic however can be converted into different point values but that's your problem. Not mine.
Section 1 - Unit by Unit
CHARACTERS
Vampire Lord
Big ugly but so costly I tend to favour count rather. They have +1 attacks +1 wound and little better magical ability almost double points. I don't think it's worth of it but if you do give him heartpiercing. With only 4 attacks it's needed badly if you're going to cause any major damage against good characters.
Recommended number:0
Vampire Count
My usual general. Very good(I would say underpriced if nothing). He has standard vampire strengths with S7! and T6! Now add there level 2 caster with 1 spell and your favourite character is done. However he has one big weakness. 3 attacks. With that high strength you would like to get more attacks but it can't be done so we have to look at ways to counter it. And only solutions are bloodline abilities or magic items. Lets look first one first. Now while Blood Dragon ability list have many good abilities I tend to spend points on protective stuff(yes. On vampire ;). Because of this standard ability for count or better is strength of steel which gives you ability to wear armour without loosing spell casting and without spell casting I'm not going to war. So That will spend half of available bloodline slots. Next thing I'll always add is armour. And there it will go problematic. You can either give him light armour and get good speed but then strength of steel is almost wasted. Other option is to go heavy and give him full armour since with barded nightmare you have 2+ save. This will lead problem with speed because it's going to be 6 at steed and personally I think that's too slow. So if I give him full armour I'll give him doomrider as well. That's for plan enchanting combat abilities with bloodline abilities...
So what I'll do then? Answer is simple. I'll look magic item list and find weapon which suite my mission good. Problem is that there are so many choices it's hard to choose but I'll list few of favourites(not in any particular order): Rending sword. It will let you kill almost any character. But against most rank&file useless. Heartseeker. Same as heartpiercing but higher price. However it's available to count so this is actually good weapon. Very good against both rank&file and characters. Blade of leaping ???. Now anything which increase numbers of attacks(too bad they can't take additional handweapons)is *good* thing. While they are little too costly for my taste they have their place. Again good multi purpose weapon. Blade of ensorcelled iron. Well since your big problem is number of hits you cause this is very effective weapon considering price. Against lower WS troops your gonna hit almost every time which can cause major havoc. And final weapon I recommend is Dragon Blade which will let you to try twice to wound against each model you hit. While not very effective against rank&file since your going to wound on 2+ it's particularly deadly against characters who are going to watch with fear in their eyes. Now rending sword sound better doesn't it? Half price and almost same effect right? No. This weapon is going to have party against dudes who have special saves since he is less likely to save all wounds(I'll take anytime less wounds if they can be archieved more safely than more wounds if it requires luck). Now while others are useful these are perhaps best weapons within 50 pts limits you can take.
All right then. Now we are going to finish study about vampire counts by looking rest of bloodline abilities and few more magic items which are useful. Bloodline abilities first. While my combination has it's merit you might as well kick speed and magic into earth and make your count really combat monster. Then there are few abilities are deadly. Blade master(or what was that parry ability) is deadly since not many can kill vampire even with full attack value and this reduce one. Add there parrying blade and nothing is going to stop you. Second is red fury. As I mentioned above anything which increase number of attacks of vampire is *good* thing. This does it. Add there good magic weapon and you can render anything dead. Now we are almost finished. Only magic items(little longish tactics isn't it ?-) There are not many things you need
to give your count other than magic weapon. About only thing I would give him would be jade amulet just if some pesky cannon ball hit you and you fail look out sir roll. This will take care of it. Otherwise there are not much magic items you could consider except in one off battles. If you *know* that your opponent general is going to try your count with van horstman give horstman to yourself. Very risky tactic since if opponent doesn't have one you are just going to give him your sstrength toughness and iinitiativefreely. Solve for that is to avoid challenges. But then. If your opponent has speculum and he say: 'I'll now have your S, T and I since I have sspeculumyou just say 'You may have but so do I. Stats back you tthief;) Now that will make your opponent smile vanish(but then do not even dream of challenging. Always have other character to handle other challenges). BTW. This is untested strategy. It's so weird and risky I have no courage to that. Try at your free will. I will not take guilty if tactic backfire.
Recommended numbers: 1-2
Vampire thrall
Cheap vampire. What more can be said? I'll usually spend points on other things so I'll never have enough points for thralls. But if you do keep them to support infantry. While your count(or lord) is cavalry support this has so low point value that you can afford it to infantry supporter. Pretty much all count tactics work except don't think of getting sstrengthof steel ;)
Recommended numbers:0-1
Army standards
Usually army standards are not worth of points. But with undead(like chaos) this is not true. Although I still say do not think of wight standard bearer because you want you standard bearer to be tough. And that's what vampires are. Now usually when I have standard bearer I'll have him some sort of special save since he is going to die quickly. With vampire that is not needed so you can afford magic standard. Personal favourite is war banner since with it you get +2 CR plus re-roll break test at 55 points. Now re-roll doesn't sound great does it? But it is infact. I have run into situation where my count and army standard have been without wights around them because of bad fight and then you can be broken. This will stop that(or do you want to get your general getting killed?-). Well you have already guessed it but I'll but army standard next to general on wight cavalry unit. Just to replase those rank bonus you don't have.
Recommended numbers: 1
Necromancers
Essential to your army. Without them your army is just slow junk of bones which will never get into fighting or if they do without rank bonus to just get killed. Yes. I'm talking about van hel and summon spells. Many people gives them attacks spell like curse of year(spit) or gaze of nagash(smile). Now while gaze is good(read magic section for more information) I'll rather have my necros suporting unit. So in which numbers I'll take my necromancers? Usually I'll get master necromancer with staff of damnation and wand of jet. And dispel scroll if possible. Yes I know potion of knowledge(spit) would be better but it is so overused and way too cheap so I'll restict myself from that. Beside wand works just as good with van hel... Then I'll take 1-2 with dispel scrolls(reason is told in magic section). If your games are bigger than 2500 more of them are never bad. Equipment is usually pretty light although I do give my necros double handed weapon just in case. Halberd would be other choise of course.
Recommended numbers: 2-3
Champpions
Well I did not want to separate these too. Anyway. Undead have three type of champpions which is something other race can't say about themself(except dwarfs). Now this is trend I would like to be more popular in future army books since this will give you one good thing: varierity. You can tailor your champion to whatever task you like. And these are things I give to each champpion:
Wraith: Truly your elite champpion. Ethereal, dhw and ignore armour save. Add there terror and auts. Usually I'll run out of points when I'll add champpions so while they are good they seldom see any combat for me. If you do use try to get him into fight where opponent doesn't have magic weapon. He will not be able to hurt you. One uglu although way too expensive trick for me is to give him sword of destruction. Basicly it's gives you stat of invinsible against anything except spells and daemons. But as I said too expensive. I'll rather run without magic items. Also because they cost so much I'll usually have only one leading main unit.
Recommended numbers: 0-1
Wight: Mediocore champpion. While they are good they are not so impressive. Biggest bonus is the fact that you can tailor your armament from unit. So you can lead your skeletons with spear by wight with heavy armour and double handed
weapon to give more punch. Not bad at all. Still not so good. Exception comes when it comes into wight cavalry. there he will be. Always. And since I'll always have wight cavalry I always have atleast one wight lord. One wight lord per wight cavalry regiment.
Recommended numbers: As many as you have wight cavalry units.
Skeleton champpion: While having poor stats they have their place. Challenge bait. I'll give one for every foot unit containing character. Then he will wait and when good enemy character issues challenge he will take that. Will make your good character more survivable.
Recommended numbers: One per foot unit with character
REGIMENTS:
Wight cavalry
What is Blood Dragon army without cavalry? Nothing! So I'll always have one unit and while second one would be nice it's too expensive. So I'll have to stick on one unit. By default they start with fast cavalry set-up and while useful I always add shields to them to archieve 4+ save and lances to help combat. That will also not reduce speed which is one of the most important stat in my mind. I'll usually have 4 including standard bearer led by wight. Then add there count and army standard and you have decent unit. One ideal target for this unit is multiwound units because of *nice* wights weapon.
Especially if your count is armed with rending sword...
Recomend numbers: 1 unit with 5 model including wight lord and standard bearer
Grave guard
Sorry. I have not used them yet but looking at them they have uses. Not being able to replase dead members is drawback but not bad. Ideal when facing wood elves(dryads) and beastmens since they have multiwound troops.

 

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