My local GW release store copy recently, I quickly took a few glances and here's some first impression.
Vampire got tons of upgrades and magic wargears in different catagories, It would be fun to develope deadly combos when the book is offically release and able to read more on them. However, with the fixed stat of vampire count, it wont be easy to create combat monster like blood dragon lord in old army book can.
Bat swarms, dire wolf and the new orpse cart are core choice that does not count as core in force organization structure, so in a 2k game a mix of 3 blocks of skeleton, ghouls and zombies will be unavoidable. No more dirt cheap 50 pt dire wolf core fillers.
Undead's heal spell only heal 1 wound per spell reguardless on 5+ version or 12+ version on units that with the rule vampire. (vampire heros, blood knight, vangulf) I guess grave guard, black knights and banshees will receive the most benefits form the new healing ability.
I have little idea how to use new necromancers effectively, lv 1 wizard that cant be upgrade to lv 2... I rather spend 100 pt more to use vampire with upgrade to lv 2 wizard that have good attact stat. Necormances may be more useful in 1k game or less?
Zombie cant chase, instead do d6 str 2 hits to the escape unit for each rank zombie have... Which is werid. I guess skeleton/ghouls will still be arround in my new vampire list just because the chase reaction,
Corpse cart is not a chariot but a monster, with a movement of 4 that do 2d6 str 2 attack in CC... Not sure is it worth it to get 2 for 200ish points just for the aura/bounce spell support zombies and skeleton.
Spirit hosts is a must buy beside zombies for you also create them as the byproduct of the 5th spell...
Flying nightmare is cheap and str 4, too bad hero only, Dont know where to use it if not join the flying hero with fel bat squards to flank.
Remarch spell only work once per unit each turn, oh well.
New rares already got another post already, so no comment. I still think the only one that is good is blood keep knights though.
Vampire got tons of upgrades and magic wargears in different catagories, It would be fun to develope deadly combos when the book is offically release and able to read more on them. However, with the fixed stat of vampire count, it wont be easy to create combat monster like blood dragon lord in old army book can.
Bat swarms, dire wolf and the new orpse cart are core choice that does not count as core in force organization structure, so in a 2k game a mix of 3 blocks of skeleton, ghouls and zombies will be unavoidable. No more dirt cheap 50 pt dire wolf core fillers.
Undead's heal spell only heal 1 wound per spell reguardless on 5+ version or 12+ version on units that with the rule vampire. (vampire heros, blood knight, vangulf) I guess grave guard, black knights and banshees will receive the most benefits form the new healing ability.
I have little idea how to use new necromancers effectively, lv 1 wizard that cant be upgrade to lv 2... I rather spend 100 pt more to use vampire with upgrade to lv 2 wizard that have good attact stat. Necormances may be more useful in 1k game or less?
Zombie cant chase, instead do d6 str 2 hits to the escape unit for each rank zombie have... Which is werid. I guess skeleton/ghouls will still be arround in my new vampire list just because the chase reaction,
Corpse cart is not a chariot but a monster, with a movement of 4 that do 2d6 str 2 attack in CC... Not sure is it worth it to get 2 for 200ish points just for the aura/bounce spell support zombies and skeleton.
Spirit hosts is a must buy beside zombies for you also create them as the byproduct of the 5th spell...
Flying nightmare is cheap and str 4, too bad hero only, Dont know where to use it if not join the flying hero with fel bat squards to flank.
Remarch spell only work once per unit each turn, oh well.
New rares already got another post already, so no comment. I still think the only one that is good is blood keep knights though.