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So I was thinking, whats everyone's thoughts on the perfect unit sizes in a VC army, and what role can they perform? Maybe there's more than one perfect size, depending on role?
So, Wraiths, Skels, the lot can be discussed here!
The main thing I was thinking of was Dire Wolves. Most people seem to take them in units of 5, and so do I, from my Chaos Hound days, but since they don't run away like Chaos Hounds, Whats wrong with a unit of 10?
5 are fine for what they are for. harassing gun lines/cannon crews and revealing fanatics. otherwise its just 50pts of march blocking oh snap grab your flank goodness
Im going to give my views on VC unit sizes as the perfect unit size can vary. If you don't agree please say I'd like to hear other peoples views on the subject.
Zombies: 20 because zombies raise so easily you can get it to a respectable unit size quickly, if your going to take zombies might as well keep them as cheap as possible.
Skeletons: 15-20 if you know you will have a strong magic phase and have the master power, otherwise 25, or more if you have the points. As providing you get some kills and keep the unit at full strength you will outnumber which is a must with skeletons.
Ghouls: 10-15 for a flanking unit. 15-20 with master power. 25 as a basic ranked infantry unit.
Dire Wolves: 5/6 as this keeps them cheap so it doesn't matter when they die. By adding more they won't perform any better and they will just be more VP's to the opponent. More smaller units are much more useful than bigger units.
Bat swarms: I've never used them so I can't comment.
Grave Gaurd: I think 20 is enough for GG now they can be raised though some people use 25, I think it comes down to how many points are available. Also some use smaller units which I think is fine in smaller games but they will be missing out on the outnumber and fear bonus.
Black Knights: These depend how you will use them. As a support unit 6 is the perfect number as it is usually the most you can get contact with the enemy. If you want the unit to be able to break ranked units on a frontal charge then you will need the outnumber so depending on points 10-12 will be enough and with the right banner you shouldn't have any trouble breaking most units in the game.
Fell Bats: 5 is the perfect number as with US5 you can auto destroy fleeing units. 3 will work as warmachine hunters and march blockers, though the benefits of 5 make them a lot better. Then if you have the right master power 3 will just as good as 5 after some invocations.
Spirit Hosts: 3 because any more and the unit gets too expensive and the more you add doesn't make the unit any more useful.
Cairn wraiths: I havn't used these enough to say though i think 5 will most likely be the optimal number as it's not too expensive and is pretty deadly and suvivable.
Blood Knights: Again I havn't used these though if I do I will take 4 as its they cheapest they come and still really deadly on a charge.
BEN DIESEL FTW!!!
i have been running 2 units of 10 wolves, but i use them for screening my flanks as primary, more often than not their are enough left over by the time i get to the opponents line to still negate ranks.
used to run 12 at a time but that was when i had extra points
wraiths 5 is good, very pricy but still good. never more than 7.
Depending on what I'm facing, but as a genreal rule of thumb I go by the adage that everything counts in large amounts.
Skeletons and Zombies - never less than 20.
Grave Guard - depending on the size of the game, anything over 1k unit size is 20 (sometimes 20, sometimes 15)
Wolves - Packs of 10 usually, although If I am facing an army with a lot of shooting (not too often as main opponents are chaos and ogres although occasionaly there is an empire knightly gunline) I will go MSU to split the shooting and protect my main units.
Black Knights - still a fan of 8 as a unit size (although this is a carry over from previous eds) but due to the rank bonus thing either 9 with a Hero or 10.
Dovie'andi se tovya sagain (It's time to roll the dice)- Mattrim Cauthon
I never took 5 fell bats in the past but now that they can be healed, I might. In the past, US 5 was hard to keep intact.
I'll start zombies at 30-40 and rank them six across. I'd rather focus my IoN's elsewhere.
Still you heal 1 bat per spell tho..
Actually fell bats are listed as infantry if you check the reference at the back of the book so would heal d6 wounds per invocation which makes them a very nice choice.Still you heal 1 bat per spell tho..
BEN DIESEL FTW!!!