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===Special=== '''Dire Wolves''' Large units count towards core. Essentially fast skeletons. But unlike skeletons, they will likely be out of range of your reanimation casters. Take a unit or two to threaten flanks and control the movement phase, but don't expect them to survive the first 2 turns. '''Great Bats''' Like Dire Wolves but can fly, making them more flexible in their field positioning, but don't count towards core ever. Use them as chaff and flankers to control the movement phase, but don't expect them to live through the game. '''Ghasts''' Ghouls big ugly cousin. Larger ghouls with better strength, more attacks, are large infantry so stomp and all attacks can be made when supporting and got a fortitude save. They make up for this with a pitiful rea value (only 3 health raised per cast on average), but same as ghouls, get them into combat and they will do work. '''Barrow Guard''' Stronger skeletons that got stronger, magical attacks, lethal strike, and multiple wounds (2) vs everything. They also get bodyguards for your general or for barrow kings, which will halve the wounds they get from losing combat, but with a character in there, it is unlikely they will lose combat in the first place. A good value unit, you will be spending more points on them to get them the equipment they need and support them with magic to make them effective in combat and reanimations. Be careful with them, they have slightly better defenses than other units but make up for this with a lower rea value (only 6 on average). '''Barrow Knights''' Same fabulous offense as above but now with a 2+ armor save. Keep them near your casters so you can keep them at full strength, but this fabulous unit is scary to fight with how durable they are and their lethal strike+multiple wounds. '''Cadaver Wagon''' It boosts the defenses of nearby units with a fortitude save especially if its a core unit. Not too shabby itself, a 5+/4++, but don't think you can run it alone. Its only offense is the zombies pulling it, put it in a unit to keep it safe. Makes your Skellis and Zombies better tarpits. '''Dark Coach''' Your other slam chariot and is one of the best chariots in the game. A great blend of attacks, all of them with great AP, allows it to crack any unit it hits. A 3+/4++ and Vampiric 3+ ensures it will survive almost any grind it gets in. Autonomous and ghost step allows it to get into any position on the battlefield. It'll cost you an arm and a leg, but as long as it isn't bogged down it will do work. *'''Blood Ties: Von Karnstein''' must take stubborn for a pittance. Halves the wounds it takes from losing combat, so if it gets stuck in a grind it has a good chance of coming out on top. '''Court of the Damned''' the more offensive cadaver wagon. Debuffs enemy units in base contact and has vampiric to give it some self-sustainability. As above, stick it in a unit to take hits for it. *'''Blood Ties: Lamia''' must get aegis 4+. If you can, you want it. '''Altar of Undeath''' A big ghost chariot for slamming. It has the bound spell pentagram of pain, which can chunk some hits on units, and slams out 8 attacks from the ghost horsies. But its big thing is the aura of undeath, each shooting phase it attacks all enemy units within 12" (even those in melee) and hits d6 times, AP 2, and strength equal to the game turn number. Situational, but can make the difference in the right place.
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