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==Battleline== Without more allegiance, you have to use just the basic: *'''Zombies:''' Min. size: 10, 60pt. Zombies are awful. Really fucking awful. But they also have the most potential in the entire game. They start out with a single attack at 6+/6+/-/1 but get better the more you have. If you add a bunch of buffs, you can turn that to a 2+/3+/-/1 easily. So yeah, the Zombie Rape Train relies more on support than anything else but gets you quite a lot of mileage. Zombies can also infect the guys they kill and two Zombie units can actually combine in order to get to greater numbers, which grants them better To Hit and To Wound rolls. Standard bearers make D6 models return every hero phase and musicians make sure that you can always charge under 6". *'''Skeleton Warriors:''' Min. size: 10, 80pt. If a Hero is within 18", they get +1 to their hit rolls. If the unit includes at least 20 models, each one gets an extra attack, which becomes 2 extra attacks if they're at least 30. Crypt Shields give them +1 Save against attacks that have no Rend value. They're slow as molasses, but actually, pack a punch in combat. And their ability to return D6 slain models to the unit in your Hero Phase is amazeballs. A good sized unit (I wouldn't run units smaller than 20) can swing from nearly dead to full strength repeatedly throughout the course of a game. Especially nasty if you can bring yourself to run a stock Necromancer for Vanhel's Dance Macabre. *'''Crypt Ghouls:''' Min. size: 10, 100pt. Not too shabby, all things considered. They get two attacks each with a third if the unit's big enough and they have a 6+ save, which may sound bad but is actually pretty good because that means unlike, say, Zombies, Ghouls can actually make use of cover and Mystic Shield. If you want to capitalize on Ghouls, just remember to bring some Crypt Ghast Courtiers to keep your units nice and big and remember that all in all, the save-after-the-save buff of the Terrorgheist-Ghoul King is probably better than a simple Mystic Shield at keeping your Ghouls on the board longer. *'''Dire Wolves:''' Min. size: 5, 70pt. They're like normal wolves, but they're dire. With most units of the vampire counts, the tenor has been that their strength is in numbers and that one-on-one they lose out to most other similar units. Not so with Dire Wolves. These are what Chaos Warhounds wish they could be. In a game that loathes tarpits and chaff, these guys are the best there is. They have high movement, two wounds each and a 5+ save that can be increased by being close to a Corpse Cart. They can roadblock anything slower than them and take forever to kill and have just enough attacks that people don't want them to strike first. Also, a fantastic low point investment to fill out battleline. *'''Chainrasp Horde:''' Min. size: 10, 80pt.
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