BDD 440 – WWCD Vampires Double Bus

WWCD Vampires Double Bus

In this episode I talk about my concept of a Vampire Counts Double Bus army.


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BDP 103 – Vampire Counts Army Review

vampire counts

Vampire Counts Army Review

In episode 103 the ETC Team England Vampire Counts player, Chris Legg, is a guest on the show to tell us all about the Vampire Counts.

Fortnight in Fantasy

We have a quick chat about what we have been up to in the hobby over the last couple of weeks before diving right into the army review.

Army Review

Our Vampire Counts army starts with a look at the army special rules and Chris gives a few insights how to make the most of and avoid the worst of these rules.
We then go through the different sections of the book and Chris gives his thoughts on each of the units.


  • Lords – How you can build the ultimate Vampire Lord and how the different choices you make here will impact what else you can fit into the list.  The choices between a 600 point lord and a 400 point lord backed up by a Necromancer. Whats the best build for both mounted and infantry Vampire Lords.
  • Heroes – The hero section of a vampire army is very congested, there are a load of great choices and you can easily bring 7 or 8 hero’s in a 2400 points army.  We look at what combination of choices you should be going for in the different army builds.

Lore of Vampires

Gareth reads the spells and the 4 of us discuss how they work in the games and how to get the best from the lore of Vampires.


We talk about all the units in the book and give our views on how to combine them to the best effect.
  • Core – Zombies, Ghouls or Skeletons and lets not forget Dire Wolves.  Each have their place and we show where that place it.
  • Special – This is the most crowded area and can have the biggest impact on your overall army build.  We talk about which units work well together and which units are usually taken instead of another.
  • Rare – While it might seem all about the Terrorghiest we also look at how the other choices can be put to best use.

Combos and builds

The review is concluded by going over the different builds and combos that are available in the Vampire LIst

Gareth’s Query Corner

We take questions about the red fury rules, the Mantic Undead range, can vamps be competitive without Crypt Horrors, Black Knights Varghiests. How does the Vampires generals rules work with different magic lores and lots more!


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We wrap up the show

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BDD 220 – WWCD Vampire Counts

vampire counts

What Would Curry Do – Vampire Counts

This weekend sees the release of our Vampire Counts army review so to tie in with that I decided to release a WWCD Vampire Counts episode.

In this episode I talk about the list that I would take if I played Vampire Counts.

My list is:

  • Vampire Lord, Lv3, Quickblood, Redfury, Ogre Blade, Talisman of Preservation, Other Tricksters Shard
  • Wight King BSB
  • Necromancer, Death, Dispel Scroll
  • Necromancer, Death Book of Arkhan
  • 1 Cairn Wraith
  • 1 Cairn Wraith
  • 49 Skeleton Warriors, St, Mu, Banner of Swiftness
  • 20 Zombies, st mu
  • 20 Zombies, st mu
  • 20 Zombies, st mu
  • 5 Dire Wolves, Doom Wolf
  • 5 Dire Wolves, Doom Wolf
  • 6 Crypt Horrors
  • 5 Vargheists
  • 1 Terrorgheist
  • 1 Terrorgheist

In the episode I explain the reasons behind my choices and how I want the army to play.



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BDD 133 – Vampire Counts Core Units

Vampire Counts Core Units

In this episode I am going to talk about some of the ways that you can get the best from the Vampire Counts Core Units.

I talk about what I think the best combinations are to get the best from your 600 points of core.  The Zombies, skeleton Warriors, Crypt Ghouls and Dire Wolves all have their pros and cons, an I talk about how to mak ethe best of the pros and avoid the cons.

Crypt Ghouls – I like bigger units of these guys. I know they are expensive but they fill a role that the other guys just can’t do.  They are the only unit that actually wins combats instead of just slowly crumbling away.

Skeleton Warriors – These are a must in an infantry army, mainly down to the option of a magic banner.  They are very cheap for what you get, Light Armour, Shields, Immune to Psyc, Assess to a magic banner, all for 5 points a model.  They are a great delivery system for your infantry characters.

Zombies – Only really useful as a tar pit.  They can get stuck in a fight that they can never get out of and this can sometime be a downfall of the army if your Vampire Lord gets stufk in the same combat.  Bigger the better with these.  Star big and grow them even bigger.

Direwolves – Some people love this unit.  I don’t like to see too many of them.  I don’t think it’s required.  Just a couple of throw away deployments or a couple of bigger units to fight your opponents support is all thats needed.

In your 600 points of core you can get 2 units of 50 Zombies with Musicians and 50 Skeleton Warriors with Full Command and The Banner of Switfness.  It comes in at 605 points and is a solid base for a Vampire Counts Core selection.

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BDD 132 – Top 5 New Zealand Masters Lists

New Zealand Masters

Top 5 New Zealand Masters Lists

Today I am talking about the New Zealand Masters.  I’ll have a run down of the rulespack and give my top 5 lists at the tournament.

Just to be clear, I have not idea about the final ranking places going into this event, who are the favourites or anything about the New Zealand Warhammer Communits other than having met a few of the guys at the ETC and the ones who have travelled to the UK and having spoken on email and twitter to some of the players.  I’m basing my top 5 on lists alone having reviewed the lists and read the rules pack.

So first I’ll cover the rules pack.

Its 6 games of Warhammer at 2400 points.  the Scoring system is 20-0 with staggered bandings, starting at 100 point increments and varying as it goes up.  Battle points account for 60% of the overall score. The remaining 40% is governed by sportsmanship.  5 points are avaliable per game.  you mark your player 0, 3 or 5.  5 being a generally good game, this is the score for an average game.  3 is giving for shenanigans, and 0 for a complete disadte.

The Scenarios are all 6 from the rulebook.  The composition system being used looks to be the 2012 South Coast GT rules pack but I did not check for an exact match.

Lets get onto the lists;

5.  Orcs and Goblins.

Big Savage Orcs, Big Trolls.  2 Warbosses. Its still go the Doom Diver and a Stone thrower and also has a bunch of chariots.  It should go well against the Empire,

4. Vampire Counts

This Vampire list is an odd one but even with a small knight unit I think it has the potential for a few big wins and to play tight and take what points it can in the tougher games.  There is not a huge amount of armies that can deal with the lord so his is going to have a field day in some games.

3. Empire

This is a solid Empire list, everything about it says that its going to be hard to get points from the list other than the fact that I think the player may have misjudged his competition when he decided to go for metal magic.  If he brought Light (or even Fire) on the lv4 I woulld say it was the best list at the Tournament, but i’m not sure it has enough in the list to beat the Deamons and Skaven.

2. Deamons of Chaos

I like this Deamon list, especially in the  light of what the other players have brought.  This player clearly expected to face Ogres and Empire with the Balesword Great Unclean one and Metal Master of Sorcery.  The Screaming Bell Skaven will still destroy this list without breaking sweat but everything else will have a lot of problems.

1. Skaven.

It looks like a Ben Johnson Screaming Bell build before he dropped the gutter runners for the Assassins.  In this environment the Bell has little to fear from the rest of the field other than possibly the empire with 2 cannons, even then 18 gutter runners, a cannon, and a storm banner should  see it through.  Even if that game goes badly, I think that over the 6 games this Skaven list will pick up more big wins than the Empire.


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Daily Episode 87 – Top 5 Army Power Level

Army Power Level

Army Power Level

In this weeks Top 5 I talk about the order I would rate the Army Power Level assuming no comp.  I think choosing to go with no comp can make a huge difference to the way the lists line up and the reason I chose the armies that I did was due to the fact that not only are they hard as nails but they also have a few different builds that can compete for those places.

The Top 5

In 5th place I went for Vampire Counts.  The Deathstar or a big knight unit with multiple RedFury + Quickblood Vampires (or combos between the 2) is an amazingly powerful unit that can beat almost anything in the game.  They also have the option to fill the front rank of an infantry unit with a Vampire Lords that can easily do 7/8 wounds and a bunch or wraiths to do more damage all while having enough ranks to take away steadfast.

4th Place I went for Ogres.  They have a few different builds all very powerful.  Triple Mountfang units and 2 Ironblasters back up by Hellheart + the Death Fist (Greedy Fist and Death Magic) is a great list, but so is the huge Gutstar packed with characters and Ironguts.

3rd is the Dark Elves.  They have suffered recently due to comp hitting the combos that they need to take on the other power lists and the recent metagame changes but freeing them up with no comp allows the Coldone Deathstar to run riot, but also lets the mixed arms infantry list work to its best when backed up by a Power of Darkness and Sacrificial Dagger fuelled magic phase.  The mindrazor and Searing Doom cast with no cap on the number of dice makes a huge difference.

2nd was a very tough choice.  I was torn between the top 2 lists and in the end I chose Skaven.  They excel at beating elite armies and can really put the hurt on character powered deathstars, but also tear apart the superunits that you often see in no comp environments.  A single seer on a bell or double seer and double 13 are both fantastic options and the rare slots are just filled with great units.  All round the Skaven came very close to being my top choice

1st place went to the Lizardmen.  Party Slann, 100 skinks, terradons and sallamanders is a crazy list to deal with.  Almost every lore of magic can work with this army and the choce between 1 or 2 slanns is not all that clear cut.  Even the combat armies are super powerful,  The Lizardmen have it all and for that reason they are my top choice in the army power level top 5.

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