Today we are going to look at the new Vampire book and look what in my opinion are the stand out choices from the book. All these are my opinions and subject to change with more play testing as I get to grips with the army. This is just at first glance and I'd love to hear your thoughts below.
I have decided to choose one unit in each section (Characters, Core, Special and Rare).
Characters - The Master Necromancer. This guy will give people goosebumps. He can lead your army and he is cheaper to get to a level 4 magic user than any vampire. Finally you can run the undead without a vampires (and not from the desert). He can also take Master of the Dead which Vampires cannot get to raise those smaller Skeleton blocks higher than their starting values. A solid choice so that you are free to setup your Vampire Lord/Ghoul King to rampage as a combat monster.
|A beautiful Model...|
Core - Zombies. These guys have gotten cheaper. Are ridiculously easy to raise and will in my opinion take over from Ghouls as the core choice in the army. The reason is WS 1 might be a hindrance but when you have a unit of 50 that you can give a 6+ regeneration save, then you can heal 2d6+ Wizard level in your own turn from multiple sources they will not go anywhere as long as you don't charge. Did I mention they also get musicians and standards much cheaper than other units? Their upgrade to S3 T3 has made them a real contender against the skeletons and ghouls.
|Not so Beautiful... But nostalgic non the less...|
Special - This section is very cluttered and I was going to say Bat swarms for their ability to combo charge and give ASL. Or maybe Varghiests for their flying S5 attacks and their champion 's awesome name (Vargoyle really?) however I think it comes down to what I see as a steal points wise which would have to be the Crypt Horrors these things with their 5+ Regeneration save and their T5 will be very resilient in combat combined with Shadow magic they will tear things up and be able to take some damage. This is at the very low points of 38pts each. Beautiful. (or ghastly (I crack myself up))
|These guys are just so resilient...|
Rare - The Mortis Engine. I see these showing up in several armies. It may not see truly competitive play but it's synergies with the army are fantastic. The Ghostly howl attack is great for small units, the adding regeneration to units is huge especially when the units get in combat where every saved wound is 2 less undead that die that turn. The upgrade of the blasphemous Tome will also be fantastic when running several lower level wizards trying to raise your army and might be useful if the opponent miscast in range too. Even though it's a chariot it has a movement to keep up with the units it needs to support so it's very well designed. (It also makes me giddy to think of Crypt Horrors with a 4+ regeneration save!)
|I wanted to preserve your sanity so used the artwork instead...|
So there is my initial run down of the units I really like from the new book. Now I will say this as a disclaimer. The book seems really balanced and whilst these choices were my favourites I will still see me playing with the other units. Maybe all core Dire wolves and spirit host special choices. Maybe no Nercomancers because Lord Von Wulf is a little paranoid? We will see in due course.
Let me know what you think and as always thanks for looking. Be sure to check back tomorrow where we will be unboxing the Black Knight/ Hexwraith Kit.