Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Vampire lord TOTAL = 414
-Dread Knight 90
-Seed Of Rebirth
-Other Trickster's Shard
*will go in the grave guard unit. has a 3+ save and a 5+ regen save with the mortis engine following him around. Not the most survivable lord out there, but he will make his points back once he gets into combat with 5 attacks at str 8 and red fury to boot.
Necromancer TOTAL = 120
-Master of the Dead
Necromancer TOTAL = 135
*will both take invocation and sit in the skelle bunker, ideally the unit will not take any damage and be brought up to a decent size by the later stages of the game
CORE TOTAL = 500
Skeleton warriors x 35
Skeleton warriors x 35
Skeleton warriors x 18
SPECIAL TOTAL = 358
Grave Guard x 24
-Banner of the Barrows
Mortis Engine TOTAL = 240
Terrorgheist TOTAL = xxx
*The terrorgheist will also have a 5+ regen save. atleast until he can find some cover, so he should be alright.
TOTAL = 1992
What do you guys think? is there anything you would change? critizism is very welcome.
Im debating dropping the terrorgheist for maybe a vargulf or some vargheists. Not sure though, I really like the terrorgheist model and his scream does add some utility to the army. But I am trying to make a very competetive list so I guess I should play a few games first.
I had the same issue with the terrorgheist.
If it could march/fly all the time then i would be taking it no questions, but limited to 10" fly when not near the general means it is slow, large, and alot of easy points for artillary. Without the speed of marching its just to vulnerable, unable to make it into cover should it need to, and forced to group into a huddle with the rest of the army should it want to march. Not allowing the terrorgheist to march all the time is a massive flaw in my eyes.
Have you considered the black coach?
I looked at Varghulfs but decided i would want 2 of them (shame they didnt introdce varghulf packs), which combined with the Mengine was too expensive. One varghulf alone seemed a bit limited in roles to me.
My number one contender for the spot in rare at the minute is bloodknights in my list. They are sure to break most units, but the cost per 1 wound model is a bit steep. The alternative is that i bulk out my units of vargheists as these terrors are more than capable in big enough numbers to rip into the sides of units, meaning i can stick with just the Menigine in rare.
The black coach might be an interesting choice. How does he fare in combat? can he break a decent sized unit of core? or is he best used to chase down small units and artillery?
My problem with vargheists is that they seem so squishy, without any save. But you're right, atleast they can fly march.
My thinking with the varghiests is they have 4 attacks each at WS4, S5, and Int 4-5 (cant rememeber which) so against most things will be striking first and hard. A unit of 4 will be dealing out 16 attacks +4 stomp. Yeh they have no save, but they do have 3 wounds. You wont be throwing them into the front of big units but they will deal nicely in enemy flanks or against most knight units.
Black Coach once it gets powered up a little can be a real pain to stop. Its a chariot with a 4+ward which has the potential to become etherial and a flier. Like nearly all the decent combat units in VC, you wont throw it into massed ranked units alone, but if nothing else, people will start to fear it getting powered up and waste resources destroying it, and its loss wont massively effect your game plans.
Vargheist sure can be handy, but what about crypt horrors? they seem to be overlooked quite often, but I think they could be pretty useful.