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Vampire team status and weird progression
Posted: Thu Dec 02, 2010 3:59 pm
by Oakwolf
Hello once more,
I have this team going on the cyanide game (Naggaroth league, so random matchmaking only)
It was my first time with vampires, and i didn't know what to choose so far. I've read the playbooks and guides since, but i am a bit torn apart between the different advances possible.
Vampire 1: Dodge
Vampire 2: Block
Vampire 3: Block
Vampire 4: +AG
Vampire 5: +ST, Mighty Blow
Thrall 1: +ST, Jump UP
Thrall 2: Leader
Thrall 3: Kick
Thrall 4:
Thrall 5:
Thrall 6:
Thrall 7:
RR: 4
According to most guides, going Blodge+Pro is the way to go, but getting +AG seemed too good to miss. Hypnotic gaze on 2+ and...i was surprised on how good he became at the passing game. I think i messed up the +ST one, i should have taken block or dodge instead of Mighty blow.
So, should i make Vampire 4 a thrower (strong arm) or i could even take something like leap?
For Vampire 5, would it be better to give dodge or block next?
Thrall #1 got jump up to make sure i can position him where i need my vampires to move...often my thralls were down and could only limp forward, delaying my vampire movements (as i often make sure to have a thrall nearby for snacks during touch downs). I know it's silly.
Lastly, when do you pick Pro on vampires?
Re: Vampire team status and weird progression
Posted: Thu Dec 02, 2010 4:15 pm
by Carnis
Since you play with 5 vampires, I'd start picking pro about now. The standard play is 4 vamps, if you are pro-heavy with 4 vamps you can consider a 5th vamp..
I dont think MB is optimal for the +ST guy, but its certainly not a waste either. Just go - Block, Dodge after..
I think your biggest mistake is that Jump up on the thrall, but if you can keep him alive with it its not a bad pick either. I'd have taken dodge or guard.. Guard for the leader thrall as well for my money.
You dont need a vampire thrower, and certainly not a 6th vampire. A pro coach will watch you burn a RR/turn if you activate all your vamps or just beat out your thralls while you feast on them. Since you went with 5 vamps, I'd go pro next on #1, #2 and #3. Normally I'd go dodge, block on all four and get pro after blodge.
+AG is a godsend with vamps, again there's no big secret here. Just go with dodge & block and use him as a thrower on offence and as a hypno gazer or a blitzer on defence.. The final skill that you will need is tackle, on at least 3 of the vamps..
Oh:
And thralls with wrestle+ strip ball who you then put into cageblitzing positions with hypnogaze are 'really' powerful for 80k.
Re: Vampire team status and weird progression
Posted: Thu Dec 02, 2010 7:36 pm
by Oakwolf
Alright, so the projected advances would be this:
Vampire 1: Dodge --> Pro --> Block --> Tackle
Vampire 2: Block --> Pro --> Dodge --> Tackle
Vampire 3: Block --> Pro -- > Dodge--> Tackle
Vampire 4: +AG --> Dodge --> Block -->
Vampire 5: +ST, Mighty Blow --> Block --> Dodge
Course, almost all stats except perhaps AV would be picked.
Re: Vampire team status and weird progression
Posted: Thu Dec 02, 2010 8:26 pm
by txapo
Oakwolf wrote:Alright, so the projected advances would be this:
Vampire 1: Dodge --> Pro --> Block --> Tackle
Vampire 2: Block --> Pro --> Dodge --> Tackle
Vampire 3: Block --> Pro -- > Dodge--> Tackle
Vampire 4: +AG --> Dodge --> Block -->
Vampire 5: +ST, Mighty Blow --> Block --> Dodge
Course, almost all stats except perhaps AV would be picked.
If you get a 10 that vamp forgets pro and becomes a blodger so you get a nice doggy fast vamp!!! It really makes a diference that extra square!!
if one vamp dies don't buy another one you'll se your team will become better and keep the apo just for the number 4 or 5th in case they get a nigling or dead (they are your elite).
nÂș4 as well should get leap and sure hands/pass block in order to become a real pain!!!
Re: Vampire team status and weird progression
Posted: Thu Dec 02, 2010 9:20 pm
by Carnis
I must say, I really *really* do not see any point in taking LEAP on a team with 4-5 hypnotic gazes. The point of hypnotic gaze is to get a 3+ attempt at passing a person's TZ. LEAP is exactly the same, except if you fail, you turn over & your player takes an armor check. Leap is totally suboptimal in a team of vampires, imho. Even on AG5, you rather use it for hypnoing the way for a lesser vamp, or dodge into the zones after lesser vamps have made the dieroll easier.
Btw, if it's required that you hypno in a zone to get the following blitz properly positioned, don't worry about it too much, a 4+ still works half the time, AG5 at 66% and with pro the chance is really good..
Also.. A MB/PO vamp may be a good idea, but its not as efficient as the combo would be with other teams.
Also.. Do not skip 10's +MA is really useful, if you can get blodge/tackle to follow.. Ma7 or Ma8 vamps have the potential to harass even backfield throwers sometimes - a weakness of vampire teams normally.
Re: Vampire team status and weird progression
Posted: Fri Dec 03, 2010 4:25 am
by grampyseer
I wouldn't worry about building a thrower. Your AG + vamp can chuck just fine when he's not melting cages.
Re: Vampire team status and weird progression
Posted: Fri Dec 03, 2010 1:15 pm
by Tourach
I bit late ofc, but i find it really useful with wrestle on a st 4 thrall as he can blitz (possibly with 2 dize) without bloodlust after a path to the ball has been made (a vampire with wrestle is less useful for blitzing the ballcarrier as a failed bloodlust means he cant be laying down at the end of the turn)
Re: Vampire team status and weird progression
Posted: Fri Dec 03, 2010 2:49 pm
by Oakwolf
Thanks for the tips, it's not too late.
The +AG vampire is really golden, as the 2+ abilities across the board really make this team flexible. It seems alot of people forget that vampires can play the passing game.
The +ST one doesn't do all that much in a game, but he sure draw alot of attention, and there's something about a ST5 AG4 player on the field that trigger spider senses.
My ST4, Jump Up thrall is definitely getting strip ball if he lives for it.
Something strange that i noticed on the Cyanide game; Vampire teams have apothecaries and i can use them on vampires.
Is this correct by the rules or is this a bug? If so, it definitely makes the vampires some of the hardest players to injure or kill.
Re: Vampire team status and weird progression
Posted: Fri Dec 03, 2010 3:04 pm
by SillySod
That is a correct interpretation of the rules.
Re: Vampire team status and weird progression
Posted: Fri Dec 03, 2010 10:45 pm
by txapo
Oakwolf wrote:
The +ST one doesn't do all that much in a game, but he sure draw alot of attention, and there's something about a ST5 AG4 player on the field that trigger spider senses.
Then you should consider how you play him as he is definitly a star in my team!!!
Re: Vampire team status and weird progression
Posted: Tue Dec 07, 2010 4:46 am
by Oakwolf
Alright, the team is still going. Here's the new stuff:
Star Vampire: +2ST, Block, Mighty blow, -- ready to level up --
Am lost at the options

. Common sense would be dodge or pro, but there's just so much he can do...frenzy, jump up, sidestep,etc. The die is not yet rolled, so it could be a double. That being said, it might well be the last advance he gets for a long time.
Vampire #2: +AG, Dodge, Leap (surprisingly useful)
Vampire #3: Block, Dodge, Pro
Vampire #4: Block, Dodge
Vampire #5: Block, Pro
Vampire #6: +1 MA
+ Random Thralls...needless to say, i think i've had to re-buy all of them once at least. One has managed to keep Kick, and another one has Guard (-1MA)
RR: 6
Re: Vampire team status and weird progression
Posted: Tue Dec 07, 2010 9:47 pm
by txapo
I would go for frenzy. Why? you have a lot of dodge already. and with it you can then gaze the corner and blow the ballcarrier out of the safety of the cage.... aswell he becomes a nightmare in the sidelines
Re: Vampire team status and weird progression
Posted: Wed Dec 08, 2010 12:07 am
by Carnis
OH, now there are 6 vamps and 6 RRs. Good luck on the path you've chosen =).
Re: Vampire team status and weird progression
Posted: Wed Dec 08, 2010 2:07 pm
by Oakwolf
Yes, i seem to go against the advice to play with low count of vampires. But i'll tell you what...i can manage 6 vamps easily with 6 RR with average rolls, but two of the vamps have Pro. Scoring touch downs is not a problem, it's lasting 16 turns...and at 1900 tv, having less vampires is not an option (with claws, mighty blows, blodge etc going on)
Imho, if I play vampires, it's to...well...put those fangs on the field. Sure, sometimes it'll cost you a TD once in a while, but that's going to happen even with 2 or 3. With just 2-3 vamps on the field, the opponent surely has less issues to know where the ball is going to go. Vamps don't have spectacular armor either.
I willingly bite a thrall on failed BL early in a drive when i have 4-5 of them (better me than the opponent!). That saves me a precious RR for those last turns pushes. And with re-rolls up, vampires are definitely superstars. So...thralls are basically walking re-rolls for my vamps and tackle zones for assist/hindrance.
Now i need tackle across the team
The life story of one Clement Ivankutch: my longuest lived thrall. 31 games played (out of 33 with the team). He survived 10 injury rolls without a scratch. Also sustained 8 KOs. My closest thrall has 11 match survived. 2 MVPs has given him kick! Ze elite.
P.S. Frenzy, a bit like piling on, doesn't seem to work well in conjunction with Blood Lust. Frenzy can put you away from thralls (thus forcing you to use re-rolls when you'd rather save them). Also, frenzy without a push-back resistance skill is dangerous on the sidelines. Piling on has a similar issue: it costs you movement squares (so important on this team) and also, you "need" to get your vampire up next turn and this might cause a blood lust fail early in your turn. I'd only take those skills if i have pro already (and perhaps i'd take mighty blow or tackle before)
Re: Vampire team status and weird progression
Posted: Wed Dec 08, 2010 3:35 pm
by MKL
Oakwolf wrote:Alright, the team is still going. Here's the new stuff:
Star Vampire: +2ST, Block, Mighty blow, -- ready to level up --
Am lost at the options

. Common sense would be
dodge or pro...
Hi Oakwolf

pretty impressive player.
I'm thinking
Dodge: boring maybe

, but give you mobility and protection
(most high-strength killers don't have
Tackle...)