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===Rare Units=== *'''Varghulf:''' Where Colossus is slow and relies on Light magic, Varghulf is much quicker, more independent due to being a Vampire, but packs much less of a punch. Vampiric M8, Regeneration (proper one), no flanks against it, Hatred and WS5 allow Varghulf to hunt well beyond your wizards' and general's reach, which may be useful against spread out MSUs and the like. However it lacks the destructive potential of the Colossus and hasn't got the same synergy with your wizards, making the latter more welcome against regular massed rank-and-file. Don't think it's bad, since it fulfills the role of "monster away from the rest of the army". *'''Blood Knights:''' A great linebreaker, these guys would compete with the Necropolis Knights for that honor though they have different uses. Blood Knights are a hammer, where Necropolis Knights are a Swiss-army knife. Take them against heavily armored opponents such as Dwarfs (bring Banner of Blood Keep) and Warriors of Chaos. *'''Cairn Wraiths:''' With introduction of Sphinxes, Bone Giants, Necropolis Knights, hell, even Ushabti, the need for another high-strength unit, that is not a Grave Guard bus, disappeared (not that it was there in the first place). Still, since their champion is a banshee, small units of these are welcome in shriek-builds. *'''Black Coach:''' Combos well with Casket to absorb more dice. Not the best unit in Vampires' list, but combined with a Casket it accumulates upgrades at a terrifying rate. Still a bit random and sub-optimal, but worth a closer look. With the new Khaine magic rules, never leave the fucking house without at least one of these in tow. *'''Terrorgheist:''' Such an awesome option in Vampire Counts army, it loses out to Nerosphinx in Undead Legions. While it has got 6+ Regen and +1W, Necrosphinx's T8, armor save, Ws4 and smaller base allow it to withstand much more punishment, while dealing much more damage in combat with KB, HKB and +1A. To add insult to injury, Sphinx gets Posioned Attacks for 5pts cheaper. Still, the Terrorgheist has its use in shriek-based list, where its powerful Death Shriek really shines and can surpass he Necrosphinx's damage output. Another Terrorgheist's strength is I3, as opposed to Necrosphinx's I1 - it isn't much, but against certain armies (Lizardmen, Dwarfs, other Undead Legions) is maybe critical. All in all, Terrogheist is much more situational. *'''Mortis Engine:''' Every elf army has flaming because of this unit. What is better than a T8 sphinx ravaging enemies left and right? That's right, a T8 sphinx with a crapload of Regeneration. Also very nice for chariot lists, fixing their major weakness - flimsiness. It also has two other uses. Firstly, it can replace the parry save of a model, allowing it to take spears while actually improving its protection. Secondly, with blasphemous tome, it becomes utterly ridiculous- stick it near Nagash if you don't believe me. *'''Necrolyth Colossus:''' Where Necrosphinx and Terrorgheist vie for the best monster-killer/all round monster title, the Colossus is the ultimate chaff murderer. It's Unstoppable Assault (Vampires' Red Fury turned to eleven) allows it to clear whole units alone. If you bring Colossus - always bring Light magic! Despite brilliant statline, its Ws and I are plain horrible, but a few select spellcasts can turn into apocalypse. As for weapon options, take second weapon - more attacks means more wounds, meaning more attacks... you get the drift. Super-high strength is mostly needed against other monsters - and you should use Necrosphinx on those, while the bow will never pay off. *'''Hierotitan:''' Already a very powerful unit, it is made even better by synergy with Vampires' magical shenanigans. If you are going for a lot of low-level necromancers spamming Invocation of Nehek, bring one of these and bring Blasphemous Tome to one-dice Invocations. *'''Necrosphinx:''' Main monster killer. Got better now that it can fly and healing spells are more available. Can combine KB/HKB buffing spells with the Vampire re-roll wounds spell for extra monster-killing lulz. Throw in ASF and other buffs = enemy monsters suffer critical existence failure when this thing gets in contact. As a monster-killer and even chaff killer it is notably better than Terrorgheist, even though it lacks the utility of Death Shriek. All in all, Necrosphinx is a nice powerful monster in most situations. *'''Screaming Skull Catapult:''' A welcome choice in this army. The ability to force panic tests, let alone magical and flaming ones is not to be overlooked, and the new spells make them very easy to bring back (as long as the catapult or at least 1 crewmember is on the table the whole model can be brought back). The Skulls of the Foe upgrade stacks nicely with the army's other leadership shenanigans. They make a shooty undead army a viable and deadly prospect. *'''Casket of Souls:''' Worth it. Never leave the house without one. Even if you're going all-cavalry you can summon one with Lore of Undeath and it's cheap enough that you don't need Nagash or Arkhan to pull it off. Don't ask, don't hesitate, just put one in your army list. You won't regret it. *'''Morghast Archai:''' The new and exclusive unit. For 90 points you get a solid statline (S5 T5 W5 A3), 4+ and halberds. Rest of rules as Morghast Harbinger, including anti-crumbling aura. All in all, nice support unit to provide resilience to your unstable units, capable of surviving in melee, if need be. Take this if you want to save your Special points but want that buffing.
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