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2250 Cavalry/Ghouls

859 views 6 replies 3 participants last post by  Nagash 
#1 ·
Updated list, more killer less filler. Suggestions and comments welcome!

Vamp Lord (lvl 3) (Goes with barded Black Knights)
Dread Lance, Crown of the Damned, Red Fury, Dread Knight, Summon Ghouls

Vamp (Goes w/ Black Knights)
DreadKnight, Ghoulkin, Hand of Dust!

Vamp (BSB, with Ghouls)
Cadaverous Cuirass, Book of Arkhan, Nightmare, Dark Acolyte, Summon Ghouls

Vamp (starts with Ghouls)
Avatar of Death (GW), Infinite Hatred, Flayed Hauberk, Talisman of Lynci, Black Periapt

Crypt Ghouls x18 w/ Ghast
Crypt Ghouls x18 w/ Ghast
Crypt Ghouls x16 w/ Ghast

Dire Wolves x5
Dire Wolves x5
Fell Bats x3

Black Knights x9 w/ FC and Barding + Banner of the Dead Legion (doubles unit strength)
Black Knights x9 w/ FC + Royal Standard of Strigos (Grants unit Hatred)


2251 pts
9 casting dice + 2 bound
7 dispel dice







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#3 ·
Depends on who I'm playing with.. I can always take away a single Ghoul.. it's not like I won't get it back as soon as I start summoning.

I took out the CC from the old list and replaced it with more Ghouls and even managed to find the points to equip one of my Vamps with the Hand of Dust... which is just about one of the nastiest surprise magic items we have in our book.

Is there anything I can do to make this list more efficient? Who do you think I'd have the most trouble with?
 
#4 ·
Looks like a great list to me.

Looking at it from a foe's point of view, the vamps in the ghoul units are at a disadvantage due to the lack of banners limiting the static CR, so basically target one of the units, flank it and stop as many invocations as possible so I can wipe them out and crumble the vamp.

The fast attack units are a problem as they can easily flank and take out war machines, so they would be a primary worry before the ghoul units. The wolves and bats are easily dispatched by magic and shooting. Even some shooting units can just kill the wolves on their own if they aren't frightened off by them so not a big concern there, except for war machines.

The black knights are a worry and would likely be softened up with magic and shooting before engaged in melee, try to get a charge on them.

Here is the only real potential problem I see with this army. BKs can only be healed 1 wound at a time and your lord is in there. I would definitely try to bait them and get a flank charge because if I can do this I can pretty much wipe out the unit and win through combat resolution. Watch out for failed charges and overrunning.
 
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#5 ·
My intent is to charge their heavy hitters with the Knights.. both units should be fairly effective at this, since the Lord has the Dread Lance and Red Fury and the other unit has the Hatred Banner.

The Ghouls are there to take on slightly softer units and to tarpit if necessary. Since I have Ghoulkin, they will be roughly in the same position as the Knights at the end of the first turn.. with the possibility of the Vampire with the Lynci tali actually getting a charge off. That also goes for any unit I manage to VHDanse in the first turn.

The Bats and Wolves are there to march block, screen and die horrifically; nothing more. If those units actually kill anything, they will have more than done their jobs.

Are there any holes in the list I need to fill?
 
#6 ·
I can't see any holes or problems with the list at all. It looks pretty much rock solid to me. The rest of it is going to come down to maneuvering and dice rolls.
 
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