Welcome to Librarium Online!
White Bones - Skeleton Warriors
Deep Wounds - Zombie Hordes
Infected Organs - Crypt Ghouls
White Wounded Organs - a Mix of All
Hai I was thinking,,, What do you guys out here on the forum think of the Horde regiments of the VC? Which unit is most effective in a Tourney? The Skellies, The Zombie Hordes or the Crypt Ghouls?
I would be very glad if you also could explain why you made the coice when you've made one
I went with the skellies, nice solid unit with decent survivability and static combat res. zombies dont make a decent core to an army due to lack of any fighting ability, inability to pursue and cos characters cant join them. if i want zombies I will raise them. ghouls are probs eqivalent to skelies but I think skelies are just a bit more flexible. also I don't like the ghoul models while skelies are just classic undead. wouldn't take a mix cos then you'd have to take a mix of raising vampiric powers rather than just concentrating on one...
I went with all. They are all designed to work in unison. Skellies are all rounders, zombies are tar pits and ghouls make ok flankers.
Vampire Counts Progress Log [W:2 D:1 L:1]
I went with Ghouls since they're much better than Skellies in combat. I'd much rather win combat by smashing him in combat then combat ressing him to death.
I'd go skellies - zombies aren't even good tar pits, as generally the type of unit that you are tryingto pit will make mince-meat of raised or smallish starting units of zombies, and these guys are a gimmee for combat res when facing enemy units as part of a flank charge etc - I would almost rather the enemy got his rank bonus, and I wouldn't then lose 5-6 zombies (against Warriors of Chaos, Sword masters etc)
Join the LO army system! http://www.librarium-online.com/foru...t&uniqueid=910
I would go ghouls all the way:
They almost make as good blockers as skelletons do and have awesome 2 poisend attacks.
Nice Me myself, I choose all of them Different times have different purposes to get used to,,, Skellies give a good CR save for characters. Crypt Ghouls give a good Toughness and good fighting powers. Zombies are just there for outnumbering and breaking others in combat by those four extra CR bonuses
Zombies are useless in most cases, but work fantastic at forcing down an enemy Chariot's impact hits Make a wall of wounds
Well I didn't vote because the option I would pick isn't there. Personally I would go with zombies, and then either ghouls or skeletons, me choosing the ghouls over skeletons. Zombies are mainly used to tie up a unit, or redirect them, and well you need zombies anyways since your first level spell is pointless if you don't have zombies. Then you have your ghouls or skeletons as your main combat blocks, ghouls if you want to do some killing, and skeletons if you want to win by static combat res.
Zombies can hold up certain units for a very long time, as long as the unit there going up against only has 1 attack, they can last a long while, or at least long enough so you can get all there ranks back. Also with helm of command on a lord WS 3 troops will be hitting them on 5+, making them last a whole lot longer. The ones you raise you can be used to redirect, and catch units as they flee from combat.
Whatever you choose though, your going to need some hard hitters, either grave guard, Varghulf, Black Knights, or something even bigger, like Blood Knights, since your main combat units won't be able to beat everything, against certain units they will only be able to provide the static res, while the heavy hitters deliver the wounds.
Good point BustaCaps
Of course, this thread is about the Horde Core Units only Otherwise, better things can be found almost anywhere
In my favorite list, I use Ghouls and Zombies. The Zombies make a decent screen and can be used (if used intelligently) to tarpit. Losing 80 pts worth of zombies to hold up a unit for even a single turn can often be a very worthwhile trade.
I like the Ghouls because they can actually kill things and if you happen to take Ghoulkin, they can be in the fight almost as fast as the cavalry can. You can also use Ghoulkin Ghouls as a slingshot unit for a character with the Talisman of Lynci.. which is a very nasty surprise that can even get you a first turn charge. If you take cavalry heavy lists (like me) and happen to have a Corpse Cart (like me, sometimes) and want to get the cart within range of your Cav unit for additional IoN power, Ghoulkin is also useful, since you can put the CC in your Ghouls and it will get the free march, too.
Nevertheless, I still have around 80 skeletons that I dearly love.. they just don't suit my playstyle anymore and thus almost never see the table.
"Is Archon Braigh-Dee going to have to choke a Wych?
Courtesy of Wicky: D.C.S.S.E.P.C.I.C.B.