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i am starting a vampire count army and its going to be strigoi. now i was wondering if ghouls were any good as they do have toughness 4 and poisoned attacks and i was wondering if their worth it. i am thinking of seriously playing VC as my first fantasy army and i dont wanna make a lot of mistakes like in 40k buying units i think suck and im never going to use. so whats everyones honest opinion on ghouls.
hmmm they're surely awesome at screening...but otherwise they could be disappointing.
they have 2 poisoned attacks each, which may come in handy for some extra wounds; but the ghouls are skirmishers, and so neither gain nor negate rank bonuses.
this means they are not meant to be used for front combat, and that their contribution to combat resolution by flanking can only be partial.
to be honest, they can do good or bad depending on the number of wounds you cause, as for every other skirmisher; so it's just luck.
besides this, they are probably the best skirmishers, since they have wonderful stats and cause fear (they also cost 8 pts!). but they are alive...and tend to run away!
i usually field them in units of 7 models to screen the big blocks of infantry: they resist wonderfully to shooting but are quite vulnerable to spells, and flee easily (2 casualties).
so i suggest using them as screens, and occasionally to provide some extra attacks, while the wolves play the main flanking role.
It's better, it's shiny, it's warped...it's Chaos.
Having the scavengers rule means that your charachters will be left in the open.
BUT zombies are also very strigoi so maybe taking 2 solid blocks of zombies and as many ghouls as you can.
That army set could beat most things.
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Vampire Counts - 3500 Points
Orcs And Goblins - 2000 Points
They are very flexible and tactical. They can guard the flank and rear, set up bait and flee (as our only unit), screen your main blocks and take care of other small units. They are however a support unit, and should not be used for the real fighting IMHO. Although their poisoned attacks are good for taking out big things without saves, like the giant. I usually run one or two units at 5-9 ghouls per unit.
If you use them for bait and flee, be sure that they are near the general though, as they probably won't rally too many times without a little help in the leadership department. Not that they are expensive, but they are still useful to keep around.
I love me some ghouls. Two poisoned attacks can do a lot when five or six ghouls pile on a target. High toughness. The ability to flee. SKirmish screen for other units. Protect those flanks. I'm with Skilet on this one.
even if they dont do that much how can you resist the models and fluff...its irresistable. I'd take one unit of ghouls just for the look and variety. if you are really looking for some sweet looking models which are a bit different try the link below for ghouls and even a strigoi vampire (winged vampire or ghoul king look the best)
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VC don't have any scouting units but we have some excellent anti scouting units and Ghouls are amongst my favourite.
I always have at least one unit of 8 or so Ghouls there just to take on enemy scouts. Toughness four and skirmishing means that they can normally withstand one round of fire from the enemy scouts inevitable missile weapons. After that multiple attacks posion and Fear make winning the combat a piece of cake.
As for using Ghouls as a screen i think they are too expensive to be used as such cannon fodder. They have no armour and so will die very quickly to sustained missile fire, I would rather spend the points on a Spirit Host which is impervious to most missiles the enemy can throw at you.
Another tactic is to put the Ghouls on the flanks of your zombie regiments and turn the zombies in to quite nasty attack forces. Your Zombies build up the CR through ranks, outnumbering etc while the Ghouls rack up the kills.
Normally units fighting Zombies can rely on a large number of kills to win or tie the combat but in this case their kills are countered by your Ghouls kills. Leaving you with a solid CR victory and an auto break.
You might be wondering why I specifically mentioned Zombies and not say Skellies or Grave Guard. The reason is that Grave Guard and Skellies have armour, Ghouls don't. If you pair Ghouls up with these regiments the enemy will attack the more fragile Ghouls and rack up an even greater number of kills.
Zombies on the other hand have no armour and are dirt cheap to raise, indeed the Ghouls toughness 4 makes them harder to kill than the zombies.
It is worth baring in mind of course that if you are attacking the flank of an enemy then they will attack your Ghouls anyway and against some tough units this can disasterous (simply means they have more opportunity to kill stuff), better to let the Zombies stick to being a pure tar regiment.
Essentially this tactic works a charm against pretty mediocre enemy units which can auto rout, such as normal Orc Boyz, Empire Swordsmen, basically most core regiments.
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