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Ranged VS VC

original thread ↗

So, I was wondering how everyone felt about using ranged against Vampire counts. I've played one game as my ogres using a leadbelcher heavy army and I spanked the VCs but I feel thats just because he got a poor mismatch. He was using blood knights as his main fighting block and they got shot to death before they even reached me. In general how do other armys fair in the shooting phase against vampire counts?
Before this was a losing battle, because the VC player could recoup enough losses in the magic phase to make it akin to urinating into the wind.  Most current VC lists run one or two casters capable of casting invocation at most and they often run some large monsters, so the shooting has a much more useful impact on the game against them than it did in the past.  The main issue is that some of their best chaffe units are etherial and a pain for most conventional shooting to handle.
668 The Neighbor of the Beast
My main opponent is Vampire Counts and the amount of ethereal stuff that gets in the way is beyond a joke.  Having said that, if I know I'm going to be fighting VC's I can quite easily tailor my army to suit.  Firebellys are essential when it comes to removing ethereal troops.  Concentrate your spells on one unit to clear a line of sight to something big and nasty and then hit it with IBs.  Shoot anything that isn't infantry first and then target the inevitable ghouls.  I've had better than average results against VC's (hence the name of my tribe) and shooting is an important part of my overall strategy.
As a VC/Ogre player i would advise not using a gunline vs them. Infantry are far too easy to raise. Their cav have the usual 2+ save and can easily raise cas back up. An initial softening up with leadies/iron blaster is nice but more effect will be had from sniping poison mannies picking out necros/vamps.

For example vs T4
6 leadies will do on average
21 shots = 7 hits at long or 11 at short
say 4 wounds at long or 6 at short
VC heal D6 plus level per cast. on average each LVL 3 or 4 heals back 6.5 to 7.5 wounds. Which makes it pointless. whereas vs T4 8 bulls do about 2 impact plus 6 wounds plus 2 stomp for a total of 10 plus std charging etc. then the unit may pop and apply alot of pressure on the casters to replenish. 


Of far greater benefit would be
- massed bulls
vs grave guard these will eliminate many models and generate CR before the GG strike. Add in impact and stomp and its a sad day for the GG.
 
- hell heart
potentially losing a magic phase or losing casters makes me sweat.

- MFC
this 1 unit with DH banner will explode most S3 units. I have exploded 30 ghouls in 1 round after charging in.

- firebellies
throwing magic missiles at ethereals can stop you being bogged down. flaming breath in CC also kills 2 for every 1 wound done (from crumble). So 5 wounds can turn into a total of 10 after combat.
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