Welcome to Librarium Online!
This is the start of a new series, that will hopefully bring new ideas and tactics to the forums. Each week, a new topic will be posted up about a different unit in the army book. This gives you your chance to discuss the unit to its fullest. So, please leave your comment!
This week's topic is - Crypt Ghouls
Is the Ghast worth the points? How do you use them? How big are your units?
Ghast is always worth the points for the ability to accept and give challenges.
Ghouls are great against high toughness low armour units like giants. Their many attacks and T4 are also good against basic RnF.
Beware units like skinks with blow pipes as the many poison shots will ignore your T4, use skeletons against skinks to get an armour save.
I prefer to run at least 1 unit of 20-25 ghouls as they add flexibility to my other core of skeletons.
Never really used ghouls much as a combat force, my army is made mainly from grave guard, but i do use ghouls to bunker my vampire lord, and they do well at it, high toughness tend to be better against shooting, since most shooting tend to be at least strength 4 or 5 with armour piercing, meaning skeleton won't get a save, or a 6+ at best, ghouls have a higher toughness so will shrug off most of those hits anyways making them more resilient to shooting.
Combat wise they are far better at killing things with multiple attacks and poison, although they aren't as good with static combat, as skeletons can take a banner, and up to 25 points in a magical banner, meaning a warbanner for static res of 6 if you outnumber. Although i prefer ghouls because they can tend to counter low combat rez with kills, unless your facing heavily armoured foes.
On a final note i think it's better to go either all ghouls or all skeletons in an army, this way you don't waist points by buying raise undead and summon ghouls on characters.
The bunker: 10 of them, possibly with a ghast. Serves as a tough bunker for our more fragile characters, be it necromancers or vampires.
Mainstray unit: Deploy them 5-6 wide. I prefer 6 wide because it means more attacks and it doesn't take alot of investment in points. The reason I take a large number is because I do not use master powers. You might think I'm crazy for doing so but I found it became a 'crutch power' so to speak and doesn't make for particular interesting or fun lists.
Throwaway: Pretty much for when you need to fill a core infantry slot for minium points. They're fairly useful in holding table quarters and deal with the weaker enemy units. I perfer these over zombies because zombies demand special treatment or they'll die within a very short space of time.
""What's the matter? Don't ya like clowns? Don't we make ya laugh?" - Captain Spaulding.