HERO's Undead Legion Workshop [competitive]

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HERO

Wight King
Mar 25, 2009
434
Zombies
320
The Intro

This is a living (or unliving) blog. Before you dig any deeper, please see the article I wrote about VC/TK interactions here. It's the same article that's up on BoLS, but it's imperative that you read this first so you know what I'm talking about.

In this thread, you'll see me post and bump around ideas that I will have on making a competitive, 2500 uncomped list. I would like this thread to have a lot of good ideas, so I'll start off by making a competitive "unit bucket" for both armies. The idea of the bucket is to separate the good, the bad, and the situational, so we can start making competitive lists.

Alright, let's begin. I'll start off with my VC list because I have the most experience with them (I got into them when they got their new 7th Ed. book). My playstyle has always been a killy armored Vampire Lord because that's how I envision myself if I was to personally take command of the army. It just sings well with me.

For now, I'll skip the Special Characters and all the Nagash Vol. 2 units. I want to concentrate on the original army books.

Vampire Counts Unit Bucket:
Vampire Lord, Master Necromancer, Necromancer, Vampire, Wight King, Tomb Banshee, Zombies, Skeleton Warriors, Crypt Ghouls, Dire Wolves, Grave Guard, Black Knights, Crypt Horrors, Vargheists, Fell Bats, Spirit Host, Bat Swarms, Hexwraiths, Terrorgheist, Mortis Engine

Tomb Kings Unit Bucket:
Tomb King, Liche High Priest, Tomb Prince, Liche Priest, Necrotect, Skeleton Archers, Skeleton Horsemen, Skeleton Horse Archers, Skeleton Chariots, Necropolis Knights, Ushabti, Khemrian Warsphinx, Sepulchral Stalkers, Hierotitan, Necrosphinx, Screaming Skull Catapult, Casket of Souls

Preliminary Observations

I don't think Skeleton Horseman and Archers are worth it because of the price range. Skeleton Horse Archers maybe because of the Fast Cav, but I'm not sure if I like the price on Horseman vs. just having Dire Wolves for chaff purposes. Our Skeleton Warriors are better than the TK book, Ghouls are excellent forms of core choices as are the Skeleton Archers. The good thing here is that they fulfill very different roles and thus, do not compete for choices. Skeleton Chariots are up in the air because while they can be good, I think with Archers, Dire Wolves and Ghouls they will be hard-pressed for a slot. That is, unless you want a take an all-moving list with perhaps a Tomb Prince or King in tow.

The next big observation is that VC stands out in two unique ways from TK, and that's via the Ethereal units, and with the scream mechanics. For TK, it has to be shooting, and Undead constructs for me. This is why you see me listing out a lot of the competitive options from the TK book that you normally wouldn't see by itself. I'm talking about the Necero Knights, Ushbati, and Sepulchral Stalkers especially. These guys were subpar until all of a sudden, you can take 2x Mortis Engines and a Necrotect in the same list with them. All of a sudden, 4+ Regen is very, very scary for a lot of people who thought they can just shoot them to death. VC also provides the UL with 2+ armor via the Black Knights, and as we all know by now, that's our main mode of transportation for the Blenderlord if we a well-placed hammer blow.

From a lords/heroes perspective, the Vampire Lord remains the strongest melee component that we have. Tomb Kings and Princes are more unit buffers more than anything, until you fit the Golden Death Mask and then their role changes (only the King, and only mounted on a Chariot I feel). More on this later. Master Necros and High Liche Priests are always good, especially since we have such diverse magic coverage now. For example, you have access to Death, Shadow, Lore of Vampires, and Light, Death and Lore of Nehekhara. This is great, but you have to also consider the fact that you can't mix and match magic items. The VC magic items just destroy TK in terms of competitive selection, and I think that outside of Light and LoN, there won't be much that the TK casters will offer us, simply because the best item there forces through an IF. That might be a game changer with Purple Sun, but we'll see. In terms of BSB, VC dominate the arena with Vampiric powers and the beefy WK, but also because of magical items like the Nightshroud.

Last, but certainly not least, we just gained an ass ton of monsters that we can bring in our lists. That's the only thing that can be said right now because there is a significant price-tag that comes with it.

Exploring Different Archetypes

Before we look too deeply into how we can expand on the archetypes, we need to explore what the existing archetypes are for the armies. In VC, because we have a more flexible book, we have a ton of different archetypes to explore. To give you an idea, here are a couple of things: Walking Blenderlord with an infantry heavy army, Blenderbus with fast moving options, magic-heavy double Necro lists with Regen engines Crypt Horror meatwalls, magic-heavy double Necro with infantry armies, magic-heavy scream machines with Terrors/Banshees, Blenderbus 2x Terrorgheist, and any combination of these.

When you look at TK, you have either your balanced playstyle of some shooting, some combat, and a block of Tomb Guard, or you have flat out all shooty lists with minimal combat. Monster-heavy was something that people experimented with in the beginning, but with the changes that everything can wound anything, this quickly went out the window because a lot of people hated spending a lot of points for minimal protection. Even with the Lore of Nehekhara's awesome healing aura, this was not enough to keep the expensive constructs up.

OK, so now that the boring stuff is over, let's talk about how we can combine the strategic flexibility of the VC book with the TK book. Just to let you guys know before hand, I see the TK book as a support book to our more powerful VC book. This is quite apparent when you look at the units and uses of the units. Things like the Tomb Prince for a WS buff, Necrotect for Regen + Hatred buff, Archers/SSCs for shooting solutions, Casket for magic buff, Hierophant for magic buff, all of these things are buffs at the end of the day. The only combat elements (close combat) that the TK book has to offer us is when you can combine Regen from the Necrotect, with the Regen aura that our Mortis Engines can provide.

With that said, here is the first and most apparent archetype of the combined books..

The Regen Undead Construct Engines of Doom
No, I'm not really calling it that, but the pieces of the puzzle should be pretty self-explanatory. The first thing you'll notice here is the vast amount of points needed to sustain this combo. Not to crap on anyone's parade, but the first thing I need to call out is the vulnerability to flaming, and the fact that Dwarf Cannons with RoBurning and Skull Cannons of Khorne will make your life really miserable. Sure, there will healing, sure, there will be shooting, but you need to keep in mind that laser cannons with flaming shots makes large things with Regen very unhappy.

Here is what you will need:
Necotect in a zombie bunker - The dude that gives as 12" bubble of 6+ Regen to all Undead Constructs. He needs to survive, he needs to be protected, and you might as well put a MR3 Black Peripat Master Necro with him in that bunker to give him added magic sniping protection.

Mortis Engines - These are your Regen engines because they stack with each other and give the rest of army bonuses to Regen. If you have 2x Mortis Engines and the Necrotect, you will see 4+ Regen on all of your constructs as long as they're within range of the engines.

Any Undead Constructs that you can think of - Necropolis Knights, Ushabti, Khemrian Warsphinx, Sepulchral Stalkers, Hierotitan, Necrosphinx. Choose some of these guys that you want in your list and go to town. Even with a sole Mortis Engine and some decent healing, you will greatly increase the lifespan (lol) of these units.

The shooting that never existed in VC
OK, so here's what you do here. You take all the cool shooting components from the TK army and then supplement your existing VC army with it.

What you do:
Gut your entire core and replace them with Skeleton Archers. How you want to take them completely depends on what you want. A big unit does a lot of damage, you don't need a musician because you always hit on 5s no matter what you do. I would probably roll with units of 10-15, or bigger units of 20-30, I would take at least 2 units of these. You want to maintain your deployment advantage with Vanguarding Dire Wolf chaff, so make sure you have save 160 points for 4x units of 5. The rest can either be all shooty, or if you want, take a unit of Ghouls and have some combat in there.

Next, you take 2x Screaming Skull Catapults and keep them cheap, the 90 point variant is fine. Then, you add a Casket of Souls because it's the most awesome thing in the world and gives you a pseudo-shooting solution that can buff your magic as well.

This will allow you to keep the rest of your army how you want. From here, you either branch into an counter-punch style Blenderlord bus, or you can play a beefy counter-punch Regen style block, or you can play a bunch of fighting infantry like a Tomb Prince in Grave Guard with Banner of Barrows block. Basically, at this point you can pretty much freestyle because you just reprimed your core for archer-based chaff removal, kept your own chaff superiority, and added a cheap firing solution in the form of 2x SSCs, which can potentially remove large monsters from the field, like Chimeras. The first time you hit a Regen WoC Chimera with this thing, he will be pissed that you now have this option. Infantry blocks from other armies will also be shocked by the fact you can now rain terror onto his face.

Another cool addition would the Lv.4 High Liche Priest taking LoN. This gives you a greater chance to get Incantation of Righteous Smiting, and possibly allow your big archer units shoot a lot more. Just something to keep in mind.

Terror Bombing you into the ground
OK, this one is a little more gimmicky as you guys know, but the idea here is to deliver a Tomb King with Golden Mask into the enemy lines along side your Vampire Lord's knight bus. Personally, I think this is the best way to deliver this kind of combo because....

1. It's effective, not because of the fear-bomb, but because Golden Deathmask is amazing as an item overall.
2. When it does fear-bomb, it's hilarious because it makes your army godly.
3. Blenderbus + Chariots is the key: It allows you to dictate where the combo is delivered and with all the speed and precision to do it.
4. You might as well bring Terrorgheists because if you're taking this combo, you're not out to make friends anyway.

So here's what you need:
-To be able to play 50% Lords.
-Golden Deathmask on a Tomb King (because it was deemed unfun for it to be on a Tomb Prince), on a chariot, with some more chariots from core.
-You need a Blenderlord in a Black Knight bus, with LoV because you need to be able to heal stuff and move the fast-movers with VDM.
-You need 2x Terrorgheists because they move fast, and combos insanely well with the combo you're going to produce.
-No matter what, you will need the Golden Deathmask, Screaming Banner (on knightbus), Fear Incarnate (on Red Fury, Quickblood Lord), Aura of Dark Majesty (on supporting Vampire BSB). You might as well go Supernatural Terror too while you're at it.

The Splash of TK
This one is pretty self-explanatory. Here, you just take the bare essentials from TK and add it to your army. I'm talking about just adding the Casket or something else, because you want the rest of your army to be VC for some reason.

Biggest additions to the VC army:
Casket of Souls
Liche Priest with Incantation of the Desert Wind
Necotect, for Hatred on Ghouls
Skeleton Archers
Screaming Skull Catapults

The Army Lists

2491 UL
12 drops

LORDS:
Lv.4 Vampire Lord = 553
Lore of Vampires
Dark Knight, Quickblood, Red Fury, Beguile
Dragonhelm, Ogre Blade, 4+ Ward, Ironcurse

HEROES:
Lv.1 Vampire BSB = 250
Lore of Vampires
Dark Knight, Aura of Dark Majesty, Beguile
Nightshroud, Gem, PoFools

CORE:
15x Skeleton Archers = 90
15x Skeleton Archers = 90
36x Ghouls, Ghast = 370
5x Dire Wolves = 40
5x Dire Wolves = 40

SPECIAL:
13x Black Knights, FC, BoSwiftness = 383
Spirit Host = 45
Spirit Host = 45
Spirit Host = 45

RARE:
Screaming Skull Catapult = 90
Screaming Skull Catapult = 90
Casket of Souls = 135
Terrorgheist = 225

This army likes to sit back and shoot to weaken the enemy force, and then counter-charge with a Blenderbus, Terrorgheist and 6x6 Ghoul block to do the damage. The shooting elements consist of the 2x SSC, Casket of Souls and 2x Archer units. Ethereal Spirit Hosts are a must so you can have extra shooting with the SSC.

2499
11 drops

LORDS:
Lv.4 Vampire Lord = 553
Lore of Vampires
Dark Knight, Quickblood, Red Fury, Fear Incarnate
Dragonhelm, Ogre Blade, 4+ Ward

Tomb King on Chariot = 301
Spear, Shield, Dragonhelm, Golden Deathmask

HEROES:
Lv.1 Vampire BSB = 250
Lore of Vampires
Dark Knight, Aura of Dark Majesty, Supernatural Horror
Nightshroud

CORE:
5x Skeleton Chariots, FC, BoSwiftness = 320
5x Skeleton Archers, Std = 80
5x Skeleton Archers = 70
5x Dire Wolves = 40
5x Dire Wolves = 40
5x Dire Wolves = 40
5x Dire Wolves = 40

SPECIAL:
10x Black Knights, FC, Screaming Banner = 315

RARE:
Terrorgheist = 225
Terrorgheist = 225

This list requires 50% lords or else it's not really possible. Everything here moves really quickly and does a lot of damage for the most part. The idea is to get the TK's Deathmask and the Vampire's Aura of Dark Majesty in around the same location and just go to town with all the Terror effects. The Terrorgheists should be able to scream dead anything in the vicinity, doing 5 wounds on average rolls each vs. Ld.9 while in range of Aura of Dark Majesty.
 
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Alright fellas, feel free to write up any army lists that you want as well. Throw them up here and let's take a look!

For now, let's take a look at some VC lists I've been running and compare them to some of the adjustments I've made for TK inclusion.

Here is one of my lists:
2497 WHFB
14 drops

LORDS:
Lv.4 Vampire Lord = 548
Lore of Vampires
Dark Knight, Quickblood, Red Fury, Beguile
Dragonhelm, Ogre Blade, 4+ Ward

HEROES:
Lv.1 Vampire BSB = 245
Lore of Vampires
Dark Knight, Aura of Dark Majesty, Beguile
Nightshroud, Gem

Lv.1 Necromancer = 100
Lore of Vampires
Cursed Book

CORE:
37x Ghouls, Ghast = 380
25x Zombies, FC = 85
5x Dire Wolves = 40
5x Dire Wolves = 40
5x Dire Wolves = 40
5x Dire Wolves = 40

SPECIAL:
11x Black Knights, FC, BoSwiftness = 331
5x Hexwraith = 150
3x Vargheist = 138
Spirit Host = 45
Spirit Host = 45
Spirit Host = 45

RARE:
Terrorgheist = 225

Here is another one:
2499 WHFB
14 drops

LORDS:
Lv.4 Vampire Lord = 553
Lore of Vampires
Dark Knight, Quickblood, Red Fury, Beguile
Dragonhelm, Ogre Blade, 4+ Ward, Ironcurse

HEROES:
Lv.1 Vampire BSB = 245
Lore of Vampires
Dark Knight, Aura of Dark Majesty, Beguile
Nightshroud, Gem

CORE:
37x Ghouls, Ghast = 380
25x Zombies, FC = 85
5x Dire Wolves = 40
5x Dire Wolves = 40
5x Dire Wolves = 40
5x Dire Wolves = 40

SPECIAL:
11x Black Knights, FC, BoSwiftness = 331
5x Hexwraith, Hellwraith = 160
Spirit Host = 45
Spirit Host = 45
Spirit Host = 45

RARE:
Terrorgheist = 225
Terrorgheist = 225

The first list is a little more balanced because of the Vargheists and supporting Necro with the Cursed Book. This gives me slightly more magic versatility and is less powerful overall. I would say this is my friendlier list to take against softer lists.

The second list is just extremely strong because of the double Terrorgheists. I have all my casters in the bus, the Hexwraiths ride with them to clear up chaff and setup for rear charges, all the right pieces of chaff is there and I have a big batch of ghouls to move up the field as well. Zombies are there just to play flags, they have no other purpose.

Now.. what happens when I add TK shooting elements?

2491 UL
12 drops

LORDS:
Lv.4 Vampire Lord = 553
Lore of Vampires
Dark Knight, Quickblood, Red Fury, Beguile
Dragonhelm, Ogre Blade, 4+ Ward, Ironcurse

HEROES:
Lv.1 Vampire BSB = 250
Lore of Vampires
Dark Knight, Aura of Dark Majesty, Beguile
Nightshroud, Gem, PoFools

CORE:
15x Skeleton Archers = 90
15x Skeleton Archers = 90
36x Ghouls, Ghast = 370
5x Dire Wolves = 40
5x Dire Wolves = 40

SPECIAL:
13x Black Knights, FC, BoSwiftness = 383
Spirit Host = 45
Spirit Host = 45
Spirit Host = 45

RARE:
Screaming Skull Catapult = 90
Screaming Skull Catapult = 90
Casket of Souls = 135
Terrorgheist = 225

The first thing to note here is that I lost some drops when I decided to cut the Dire Wolves. The Spirit Hosts are still there so that's super good, but losing 2 drops means that you're on average instead of above average drop-rates for most balanced lists (armies range from 8-12 on average). This simply means that you might get out-deployed by a cannier opponent.

Let's look at what we cut from the list. I'll use the first VC list I posted as an example and you'll see there, that I lost: Vargheists, Hexwraiths, 2x Dogs, Zombies, and my Cursed Book Nercro. What I gained was: 2x units of Skeleton Archers, slightly increased the number of Black Knights that I have, put in the Casket of Souls, and bought 2x SSCs.

What this means overall is that I lose some of my mobility for a slightly more durable knightbus, +D3 PD per turn, 2x flaming stonethrowers, and I see the dogs cancel out as chaff for anti-chaff because that's what the Skeleton Archers will be used for. Because of the mobility loss, the army will have to play a little bit more static, basically having the VL bus observe the first couple of rounds of combat while the Archers and SSCs do their job clearing up the board. Archers will kill chaff, SSCs will hopefully kill big beasties or put dents on enemy infantry formations, and the Terrorgheist will hang out in the back looking for a good opportunity to jump on something.

Keep in mind that this is one way of playing this particular mixed/shooting hybrid, and incorporates a mounted Vampire Lord. Like I pointed out above, VC have a huge array of different builds they can muster, so this only the tip of the iceberg.
 
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What scenarios do you play? If you play Blood and Glory some of your lists need to have more banners.

The custom tournament scenarios don't have a lot of Blood and Glory, and standard play around here is just Battleline.

I see what you mean though, where would you suggest the standards? I'm thinking the archer units definitely.
 
Cool write-ups on your blog Hero! There's definitely some interesting combos to be tested out.

One thought I had was trying to use both of the Necrotect's bonuses in one list:

LORDS. 481
Tomb King, Dragonbane Gem, Armour of Silvered Steel, GW. 226
Master Necromancer, Level 4, Lore of Death, Black Periapt. 255

HEROES. 235
Wight King, BSB, Seed of Rebirth, Nightshroud, GW. 165
Necrotect, Dragonhelm. 70

CORE UNITS. 626
40 Crypt Ghouls, Crypt Ghast. 410
31 Skeleton Archers, full command. 216

SPECIAL UNITS. 555
8 Ushabti, GWs, muso & standard. 420
Spirit Host
Spirit Host
Spirit Host

RARE UNITS. 575
Casket of Souls
Mortis Engine
Mortis Engine

GRAND TOTAL. 2472

Few points left for another magic item maybe. Necrotect & King go in the horde of Ghouls for WS6 with rerolls, Ushabti next to them, and double Mortis Engine behind them. BSB could go in either combat unit depending on the opponent. Necromancer goes in the horde of Archers who help protect the Casket. Spirit Hosts do what they do best!

Good synergy between the Casket and Death magic. Characters and the 2 combat units rock some pretty good saves! :)
 
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Good list man, I like where your head's at with the Wight King's Seed of Rebirth. Do you think that would be better on the Tomb King? The Wight King himself is already pretty durable.

Perhaps split the Archers into 2 units of 15? More drops, wider shooting options and more places to hide your Necro?
 
Thanks man! Yeah, the Archers were definitely a fluid choice. Could even drop them completely and go Zombies instead.

The Seed is a perfect fit for the WK, imho. The TK will have a 2+/5++ regen, and anyone wanting to hurt him with Lore of Metal or flaming attacks has to get by the DBG. Could massge the list and give him a Tali Pres, but then he's getting expensive.
 
HERO, congrats for sharing a well constructed thesis. You have managed to articulate a few ideas that were floating around my head, plus build beyond into areas I hadn't previously considered. Well done sir!

I see two strong possibilities; either a 'fast' list + heavy shooting, or a regen/buffing/debuffing footslogger list. I still have my small personal caveats to list creations (no named characters, avoid certain units due to cheese and/or aesthetics), but I hope to be able to write up something soon.

I will be avoiding the terror shenanigans (hopefully 9th restores the meaningfulness of psychology), however aside from this one element, I believe that UL has the potential to climb the ranks.

Agreed with The Sun King that having banners with the archers makes them ideal. I am considering running two units of 20 (also a neat size for watchtower).

I will be watching this thread with anticipation of more theory-crafting goodness.
 
Great in depth break down of options available. One option not covered is the Summoning focused army (Arkhan, Casket, Heirotitan + support wizards in other lores). But then I guess some people would argue summoning can only ever be supplementary, plus you really need Arkhan to maximise summoning potential without going for the extremeness of Nagash. Then there's the "Buslite" style using Core cav to deliver your Lord and Heroes.
 
It seems to me that there are four clear categories for UL lists:

1) Gun Line: light council, catapults, and caskets, standard TK style. Round off the list with a big wall of zombies and crypt horrors, and plenty of disposable dogs. Like a standard TK list but gives up points less easily when opponent hits the line.

2) Bump and Grind: list is focused on durability, and grinding out your opponent. Twist on the standard VC mortis engine list: giant units of crypt horrors and zombies that win by attrition.

3) Pure Aggro: hard-hitting vampires and other units, with a focus on getting up close and wrecking face.

4) Raise Hell: Arkhan or Nagash on Lore of Undeath, and a bunch of magic tools to help them ram raising spells through. Backed up by a necromancer to keep everything alive.


#1 is the old TK style, but with new toys. #3 is the old VC style, but the same. #2 is something that both armies could do passably well, but is very viable given the tools now available to each. And #4 is brand new with the Undead Legions.
 
I'd like to try the Necrofex Colossus in an Aggro list. Can't remember which but I think one of the Nehekharan or Light spells can buff him to WS10, meaning he'll capably munch through must infantry units with his stackable red fury proxy.
 
It seems to me that there are four clear categories for UL lists:

1) Gun Line: light council, catapults, and caskets, standard TK style. Round off the list with a big wall of zombies and crypt horrors, and plenty of disposable dogs. Like a standard TK list but gives up points less easily when opponent hits the line.

2) Bump and Grind: list is focused on durability, and grinding out your opponent. Twist on the standard VC mortis engine list: giant units of crypt horrors and zombies that win by attrition.

3) Pure Aggro: hard-hitting vampires and other units, with a focus on getting up close and wrecking face.

4) Raise Hell: Arkhan or Nagash on Lore of Undeath, and a bunch of magic tools to help them ram raising spells through. Backed up by a necromancer to keep everything alive.


#1 is the old TK style, but with new toys. #3 is the old VC style, but the same. #2 is something that both armies could do passably well, but is very viable given the tools now available to each. And #4 is brand new with the Undead Legions.

How big of an influence will TK have in List #1? Feel free to write out a list for all of these!
 
How big of an influence will TK have in List #1? Feel free to write out a list for all of these!

Trouble is that I don't think there's any "one list" for each of these, and this is what I've been finding. They're more like...guiding philosophies to writing lists. There are just so many goddamned options between the two books, many of which are essentially redundant, that you could have easily a half-dozen equally viable lists that look very, very different.

However to give a brief sort of overview of what I'd do:

1) I feel the gunline list can go one of three ways:
A) Death magic focus, with 2 caskets for redundancy and extra Light of Death, 2 upgraded skullapults, a blender lord on death and a backup level 1-2 on death. Plus a hierotitan if it fits. List focuses on D&D on the general's unit plus forcing panic checks. Maybe banshees to scream at stuff once they get close. I feel like this list is more about putting pressure on opponents with an early-game lead then using your artillery, then using massive durable units to grind them out in combat.

You could probably also do this with a death council (2-3 level 2s on death) with a hierotitan. I like the blender death mage more because he can be on the front lines for better range on death. He could even be in a cav bus if you wanted. Bus for mobility, and rest of your army sitting back shelling the rest. Nasty nasty business.

Other units you'll probably want is two GIANT units of zombies (thinking 50+ here) plus some archer behind to bunker wizards and take advantage of soulblight.

EDIT: If you do this you'll also want a backup caster on a buff lore. Death is a cool lore, but unless you're in your opponent's face spamming death snipes at short range there's actually only a few decent spells. Namely Doom & Darkness and Soulblight. Purple Sun is risky and situational, and seriously overrated (everyone remembers when it won them a game. Not when you throw all 6 dice and fail to cast, or your opponent just scrolls it. You get 2 chances a game to cast the spell generally, and it's pretty easy for it to just do fucking nothing. Not to mention that I have seen it backfire and kill 1,000+ points of a player's own shit.)

B) Light magic focus: level 4 light plus two level 1s. either hierotitan+casket or two caskets (for redundancy...nothing worse than losing one to a lucky cannon/trebuchet shot).

Similar to the list before, but you're going to want some stuff that benefits from the light buffs for late game. So snakes, razorguard (tomb guards with halberds and razor standard), bone giants, etc. Light is about making a counter-charge force, that leverages banishment to create an early-game lead and put pressure on your opponent to close, thereby leading them into a carefully-lain trap of troops.

I really like having lots of chaff for this build. Use it sparingly to trip up enemy units, but their MAIN purpose is to lure the opponent into combats on YOUR turn. So they hit the chaff and overrun into your blocks. But then you have a magic phase where you just overwhelm the enemy with buffs and absolutely tear them apart with 3 attack WS10 I10 ASF tomb guard at S5 with AP and KB. That sort of thing.

EDIT: the key here is to leverage arcane items to your advantage. Powerstone/Mighty Scroll will force banishments through early game and draw the opponent's scroll. Then when it's time to kick your combat buffs into high gear one of your level 1s suicides with a Forbidden Rod, and you go to town with a 12-4 magic phase (not hard to get with 3+ channels, +d3 dice from casket, +d6 dice from the rod).

Core would be lots of dogs and probably ghouls. I wouldn't do more than 1 unit of archers here. Big unit of razorguard, big unit of snakes. Colossus if you can fit it. Maybe some necrotects for rerolls.


C) Gunline Light: basically just bring a couple catapults and some cannons, plus archers. It's a fairly cheap investment, and allows you to build out the rest of the list however you want.



2) Bump and Grind: This list category is so broad that I'm not even going to try. Basically think BIG units of skittles/zombies with TK royalty, mortis engines/banshees/terrorgheists that can scream into combat, giant units of crypt horrors, etc. The goal is to create units that don't give up any easy points, and find ways to make them deal damage after the fact.

This is probably the list where I wouldn't run a vampire lord. You could, and just turn one of those units into a big threat, but why bother? Two level 4s, one on vampires on on nehek, and laugh as zombies KB out their characters. Stuff like that.


3) Basically you're taking the VC list-writing philosophy and adding in some TK toys. Which DOES NOT MEAN that your list will be VC primary! It's just the philosophy that you're adopting, namely Vampire Lord + way to get him into combat + other scary shit to back him up.

So whereas you maybe used to run a BK bus plus support characters plus double terrorgheist plus vargheists and hex wraiths, now you're running a horsemen bus plus support characters, maybe one terrorgheist and a casket, a couple warsphinxes, and maybe a necrosphinx. Or a big unit of snakes.

That or you go the foot-based route. Grave Guard with a prince. Skeleton bus with a prince and a vampire lord. Some vargheists for hunting warmachines. Level 4 vampires for raising, movement, and horde control (Curse of Years). I'd maybe even consider doing shadow in such a list. Always wanted to run a TP+skeleton brick with shadow.

4) Arkhan/Nagash. (Core-3 units of dogs)/number of skeleton archers. Massive unit of crypt horrors to catch cannonballs for the big man. Casket+Casket+Hierotitan. Backup necro to put wounds back onto the big man. See if your opponent can drag him down before he's stuck fighting 2000 points of bullshit that doesn't give up victory points. RACE!
 
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Great Thread guys! If I may, I would like to add a semi-new idea, it takes a lot of ideas from Grave Guard/Tomb king combo lists.

The Grave Guard Deathstar (or GG-Star :tongue:)

LORDS
Vlad, Mortarch of Shadow
Liche High Priest, Lvl 4 lore of Light, Golden Deathmask of Kharnut, Dispel Scroll
HEROES
Necrotect, Helm of Discord
CORE
6 Skeleton Chariots, Musician, Standard Bearer, Banner of Swiftness
30 Zombies, Musician
30 Zombies, Musician
5 Skeleton Horse Archers
SPECIAL
37 Grave Guard, Great Weapons, Full Command, Banner of the Barrows
3 Sepulchral Stalkers
RARE
Hierotitan
Casket of Souls

THE DEATHSTAR
Vlad, Mortarch of Shadow
Vlad is a great general for the Undead Legions, he is a great all-rounder being a lvl 3 with good (maybe not great) combat ability. His special rule however is what makes him great for the Grave Guard, combining Aura of Dark Majesty with the Mark of Nurgle. What is going to send it all over the top is the synergy with the rest of the army. Make him a Deathsniper or the designated medic for the army, the enemy will not know what to dispel (see below)

Liche High priest
No Tomb King to be found in this list, because the Lore of Light provides us with great alternatives and more:
Pha's Protection:
Another -1 to hit! Now most troops simply cannot touch the unit and even things that auto-hit require a 5+ if I am interpreting the rules correctly.
The Speed of Light:
No more need for the Tomb King, now everyone has WS 10 ;)
Birona's Timewarp:
The motherload, this spell is a must-dispel for the enemy, add 4" to the charge range, more attacks and even cancelling out the ASL from the Great Weapons. Combine with the Speed of Light and you might even destroy enemy units before they get to hit back :suck:

The Golden Deathmask combines with Vlad's special rule for gross effect. (Awww, you brought Skavenslaves? :zombie2:)

The Necrotect
He is there to guarantee the Grave Guard hitting, the Helm of Discord combines neatly with Vlad and the Golden Deathmask to shut down the occasional auto-hitter in combat. The 6+ regen on the Hierotitan is added gravy.

The Grave Guard
Just like we know them, a good horde with Great Weapons and a Banner of the Barrows. If necessary, the Liche High Priest can be bumped to the second rank.

The joy comes from the many spells you can use on this units, to mention a selection: WS10/I10, ASF, Extra attacks with re-roll to hit on the attack, -2 to hit on the Defence. The enemy takes all Break tests on -1 LD and no IP or Hold your Ground! It's as amazing as it sounds when it goes off.

THE MAGICAL SUPPORT
Because the deathstar relies so heavily on Light magic, the list brings a Hierotitan and a Casket of Souls. It also allows the list to use the early magic phases for the Bound Spells. Also, -1 LD for the Light of Death and Spirit Leech. :scared:

THE CORE TAX
The Zombies
These guys protect the flanks of the Grave Guard.

The Skeleton Chariots
These guys can run of on their own, clearing chaff, hunting warmachines, basically clearing the way for the Grave Guard.

Skeleton Horse Archers
Many lists can out-deploy this list, so having a unit to scout is nice interference.

THE SEPULCHRAL STALKERS
Because some stuff is so damn manouevrable/sturdy/tucked away behind meters and meters of other units that it needs a good Entombed Beneath the Sands zapping to die. :vampire1:

What do you all think?
 
Sounds really fun and great synergy. Seems like a much more points expedient interpretation of the "My Will Be Done" synergy lists.
 
Macarian, bear in kind that characters have to go in the front rank of a unit, if there is room. At most, your horde of Grave Guard will have 3 command, Vlad, and the Necrotect, leaving 5 spots. The Liche Priest will have to be in the front rank, where he can be targeted easily.

Maybe keep him in the Zombies directly behind the GG?
 
Great Thread guys! If I may, I would like to add a semi-new idea, it takes a lot of ideas from Grave Guard/Tomb king combo lists.

The Grave Guard Deathstar (or GG-Star :tongue:)

LORDS
Vlad, Mortarch of Shadow
Liche High Priest, Lvl 4 lore of Light, Golden Deathmask of Kharnut, Dispel Scroll
HEROES
Necrotect, Helm of Discord
CORE
6 Skeleton Chariots, Musician, Standard Bearer, Banner of Swiftness
30 Zombies, Musician
30 Zombies, Musician
5 Skeleton Horse Archers
SPECIAL
37 Grave Guard, Great Weapons, Full Command, Banner of the Barrows
3 Sepulchral Stalkers
RARE
Hierotitan
Casket of Souls

1) If you're running Lore of Light bring Tomb Guard instead of Grave Guard. Against anything scary the difference in armour won't make a difference, and TG will actually benefit from initiative buffs/ASF.

2) Drop the 'tect for a Tomb Prince. WS5 -1 to hit means that even chaos warriors are hitting you on 5s. People will see the Speed of Light combo from a million miles away and dispel it. 'tects are also notoriously easy to kill.

3) Drop the chariots. Big chariot bricks are awful unsupported. Use those points to upgrade the zombies into skeleton warriors and boost those units to 40-50.

4) Take direwolves instead of horse archers (HA are good for TK who want to go first, but not for VC who want to out-deploy). You'll also want to trick people with overruns into engaging your TG brick on YOUR turn, so that you can hit it with light buffs. You'd think people would see this coming but they very frequently do not.

4) The deathmask is a neat trick but it's too risky and fragile. I'd rather have the wizard in an archer bunker in the rear where he's safe.

5) Vlad's -1 to hit is cool, but is it really worth all those points for such a fragile wizard? You could have a blender lord instead who's level 4 on shadow, then put the mask on a Tomb King in the same unit. Back that up with three level 2s for a council, powered by the hierotitan. Zap Zap!
 
Some very good pointers here, thanks guys!

Macarian, bear in kind that characters have to go in the front rank of a unit, if there is room. At most, your horde of Grave Guard will have 3 command, Vlad, and the Necrotect, leaving 5 spots. The Liche Priest will have to be in the front rank, where he can be targeted easily.

Maybe keep him in the Zombies directly behind the GG?

I was thinking that if necessary the unit can reform into 5-wide for protection of the Liche and that in 10-wide formation he would be out on the far flanks where can’t be targeted. But maybe that’s not enough, I suppose he can always jump out into the zombie block. I’ll test it for myself and see what works :)

1) If you're running Lore of Light bring Tomb Guard instead of Grave Guard. Against anything scary the difference in armour won't make a difference, and TG will actually benefit from initiative buffs/ASF.

Hmm, not sure if I agree with this, the Grave Guard have an extra point in strength and a +1 bonus to hit which the Tomb Guard can never get while even being a point more expensive per model. The unit’s strength in my opinion comes from forcing the enemy to roll high to hit rolls (5’s or 6’s) and then hitting back like a freight train. For me, the I10 and ASF are gravy added on the respectively WS10 and extra attack/double M. While the Tomb Guard will certainly benefit more, I doubt Light enhanced Tomb Guard outperform Light enhanced Grave Guard.

2) Drop the 'tect for a Tomb Prince. WS5 -1 to hit means that even chaos warriors are hitting you on 5s. People will see the Speed of Light combo from a million miles away and dispel it. 'tects are also notoriously easy to kill.

I see your point here, I might make the change after all if I can find the points for it. However, I think there’s an advantage to having spells your opponent must dispel as it allows me to get other spells trough. So for instance, the enemy may dispel the Speed of Light but then not get Pha’s Protection which would mean he would still get the 5+ rolls. Alternatively I could Miasma the enemy for similar result or even let my bound spells have free reign. Admittedly, against Chaos Warriors Miasma would need some luck, so there I would agree that a Tomb Prince is the better choice.

3) Drop the chariots. Big chariot bricks are awful unsupported. Use those points to upgrade the zombies into skeleton warriors and boost those units to 40-50.

Could you please elaborate a bit on this point. I find Zombies to always outperform Skeleton Warriors when it comes to tar pitting (which is all I am asking of these units).

Also, why would Chariots deployed on the far flanks fail in the jobs I described for them? While I can imagine there are better units in Special or Rare they do fill the Core tax. Not trying to be smart here, I have no experience with them, it’s an honest question.

4) Take direwolves instead of horse archers (HA are good for TK who want to go first, but not for VC who want to out-deploy). You'll also want to trick people with overruns into engaging your TG brick on YOUR turn, so that you can hit it with light buffs. You'd think people would see this coming but they very frequently do not.

Good points, I’ll shift some things around in Core, what would you say would be a good number of Dire Wolves, 4 units of 5?

4) The deathmask is a neat trick but it's too risky and fragile. I'd rather have the wizard in an archer bunker in the rear where he's safe.

I understand, but I feel that in certain match-ups it almost creates auto-wins as so much of the game right now is reliant on Steadfast blocks of infantry. The Wizard can always move out of the unit into one of the Zombie blocks for safety.

5) Vlad's -1 to hit is cool, but is it really worth all those points for such a fragile wizard? You could have a blender lord instead who's level 4 on shadow, then put the mask on a Tomb King in the same unit. Back that up with three level 2s for a council, powered by the hierotitan. Zap Zap!

Vlad is pretty durable in my honest opinion with his von Carstein Ring. His advantages also come from having multiple spell lores, he can have Invocation of Nehek, Spirit Leech and Melkoth’s Mystifying Miasma. And the potential for -2 to hit makes it really worth in my opinion. Added to that is the -1 Ld which can absolutely make the difference at times.

I think, however that your unit composition also has merit, it would be cool to crunch the statistics against different match-ups (with different scenario’s concerning spells going off) to see which would be better.

Looking forward to your responses!
 
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Hmm, not sure if I agree with this, the Grave Guard have an extra point in strength and a +1 bonus to hit which the Tomb Guard can never get while even being a point more expensive per model. The unit’s strength in my opinion comes from forcing the enemy to roll high to hit rolls (5’s or 6’s) and then hitting back like a freight train. For me, the I10 and ASF are gravy added on the respectively WS10 and extra attack/double M. While the Tomb Guard will certainly benefit more, I doubt Light enhanced Tomb Guard outperform Light enhanced Grave Guard.

I've run both units extensively and I personally miss my TG quite a bit. They hit before Ogres, Chimeras, skullcrusher mounts, orcs, saurus (and temple guard) and anything with a great weapon. Just to name a few. They also strike simultaneously with most humans. And that's all BEFORE buffs.

All of that is very significant. Grave Guard are extremely fragile, and often take significant casualties before they get to strike. Getting to go first is a huge boon to so fragile a unit. Light magic gives you two cracks at the can to get that off. It also lets you cancel rerolls vs elves. Also huge.

The only place the GG really edge out the TG is in cost, but with 4 levels of light magic I'd still argue that the synergy gains are worthwhile.



I see your point here, I might make the change after all if I can find the points for it. However, I think there’s an advantage to having spells your opponent must dispel as it allows me to get other spells trough. So for instance, the enemy may dispel the Speed of Light but then not get Pha’s Protection which would mean he would still get the 5+ rolls. Alternatively I could Miasma the enemy for similar result or even let my bound spells have free reign. Admittedly, against Chaos Warriors Miasma would need some luck, so there I would agree that a Tomb Prince is the better choice.

I think it's actually better to have *multiple* must-dispel spells. That's why I suggest Tomb Guard. Birona's makes them hit first and +1 attack. Speed makes them hit first and -1 to hit. Miasma makes them either hit first or -1 to hit (or both). Pha's makes them -1 to hit. So much redundancy, which protects against not rolling spells, losing spells from miscasts, or having spells dispelled.

Could you please elaborate a bit on this point. I find Zombies to always outperform Skeleton Warriors when it comes to tar pitting (which is all I am asking of these units).

1) Skeletons bleed less combat res (6+6++). They also push more wounds through against other infantry (zombies hit everything on 5s, skeletons on 4s).

2) Skeletons can have champions, which is HUGE. That lets you put vampires in that unit for added flexibility. It lets you challenge-tank demon princes or solo-characters. He also dies to mount attacks more often than not against GW-carrying mounted characters (unkillable tzeentch BSBs, scarvets, etc.), which denies combat res from the character attacking. I've killed so many tzeentch BSB's by charging them with skeletons that it's ridiculous.

3) the only real benefit of zombies is how quickly they can be raised with invocation. But your magic phase is already pretty crowded with power spells, and you only have access to what...one invocation? You're only getting 3.5 extra zombies per invocation casting, and you have plenty of long-range spells you could be casting instead of raising up a few extra zombies here or there.

Also, why would Chariots deployed on the far flanks fail in the jobs I described for them? While I can imagine there are better units in Special or Rare they do fill the Core tax. Not trying to be smart here, I have no experience with them, it’s an honest question.

First they absolutely and utterly rely on the charge. Charged chariots will disappear in two rounds of combat, and have no chance of killing anything whatsoever. Off the charge turn you're only outputting 2x2x3 rider attacks and 2x3 mount attacks, or 18 S3 attacks at WS2.

On the charge they're scarier. 2d6 S5, 12 S4, and 6 S3. But they're only T4 with a 5+ so take wounds fairly easily.

And finally they're expensive. 370 for that unit of 6, right? That's a straight across trade for what...85 skeletons with full command? Or 56 archers? They're just not worth it.

I'd rather have a unit or two of 3 as flanking forces to clear chaff and such. But the're still pretty expensive for what they bring. Nehek magic improves them a bit (KB impact hits, for example), but you haven't brought that.

I like the idea of them with mindrazor. But with only 3 levels you're not guaranteed to get that spell either.


Good points, I’ll shift some things around in Core, what would you say would be a good number of Dire Wolves, 4 units of 5?

I usually run 2-3 and a spirit host. But I think your army might justify 4, given how important getting that big deathstar into combat is.

If you do run this, though, you should experiment with moving your characters around. Few armies will actually require a deathstar this nasty, and it'll come down to whether they can dismantle the rest of your army faster than your one scary unit can kill stuff.


I understand, but I feel that in certain match-ups it almost creates auto-wins as so much of the game right now is reliant on Steadfast blocks of infantry. The Wizard can always move out of the unit into one of the Zombie blocks for safety.

Steadfast really isn't that bad. The new meta is highly mobile avoidance units and hammers. Skullcrushers, demigryphs, brolock buses and deer councils, scarvets, frost phoenixes. That or units that just wreck face and don't give a shit about steadfast because they never lose combats (gutstars, lionstars, witches, executioners, etc.)

If you're worried about steadfast then just throw skeletons at them. Everything steadfast is fragile enough that skeletons will grind away at them, and they'll hold them up long enough to get your hammers in there.


Vlad is pretty durable in my honest opinion with his von Carstein Ring. His advantages also come from having multiple spell lores, he can have Invocation of Nehek, Spirit Leech and Melkoth’s Mystifying Miasma. And the potential for -2 to hit makes it really worth in my opinion. Added to that is the -1 Ld which can absolutely make the difference at times.

I think, however that your unit composition also has merit, it would be cool to crunch the statistics against different match-ups (with different scenario’s concerning spells going off) to see which would be better.

Looking forward to your responses!

This is true, but it's also a lot of eggs in one basket. Bring a blender lord and he can jump in your skeletons to instantly convert them into a hammer.

Not to mention that your deathstar is also really subject to being chaffed up. That's why I think you should at the least shift your core around to include more archers. A unit of 20 archers behind the GG horde with your wizard, for instance.


I do like your idea for the deathmask + psych vamp though. I've written that list myself...it was just mounted (Blender + Psych Vamp + FC + priest with mask in black knights / horsemen). Mobility makes it more likely to do its job. Back that up with archers to clear chaff before it can get in its way.
 
I would have the Liche Priest be in the Zombie bunker behind the GG if at all possible. You can always just bubble Pha's.
 
Many thanks for the extensive reply, I have made adjustments to the list and have decided to try add another dimension to the army in the form of a Light Council, I was thinking however of condensing the Deathstar enabler and Banishment caster into the same Vampire Lord. I am very interested what you think about it.

LORDS
Vampire Lord, Lvl 4 Lore of Light, Heavy Armour, Shield, Ogre Blade, Talisman of Preservation, The Other Trickster's Shard, Red Fury, Forbidden Lore
Master Necromancer, Lvl 4 Lore of Vampires, Black Periapt
HEROES
Liche Priest, Lvl 1 Lore of Light, Dispel Scroll
Liche Priest, Lvl 1 Lore of Light
Liche Priest, Lvl 1 Lore of Light
CORE
30 Skeleton Warriors (VC), Full Command
30 Skeleton Warriors (VC), Full Command
5 Dire Wolves
5 Dire Wolves
5 Dire Wolves
5 Dire Wolves
20 Skeleton Archers
SPECIAL
39 Grave Guard, Full Command, Great Weapons, Banner of the Barrows
RARE
Hierotitan
Casket of Souls

So, the Liches and Necromancer go in the Archer block for safety behind the Grave Guard. The Vampire Lord tries to get Banishment, Speed of Light, Protection and Timewarp for buffing and zapping. I couldn't get it over my heart to leave home without Invocation of Nehek and since the army is so magic intensive I went the whole mile and got a Black Periapt.

@ Pirate Robot Ninja of Death: You convinced me on the merits of Skeleton Warriors over Zombies since a Nehek spam isn't happening in this army. You also made an excellent argument for Tomb Guard (really, kudos for that) I can't get over the +1 to hit and the extra point in Strength so the Grave Guard stay in.

Now, the Vampire Lord can move into the Skeleton Warrior blocks if need be or buff the Grave Guard. If enemy tries to stay away or chaff the Deathstar, I recon the army can pump out a scary amount of offensive magic while still being able to heal itself. The Sepulchral Stalkers were dropped to make room for the extra casters and Banishment can perform the roll I had in mind for them.

Alternatively I just came up with another list that keeps Vlad in the list:

LORDS
Vampire Lord, Lvl 4 Lore of Light, Heavy Armour, Shield, Ogre Blade, Talisman of Preservation, The Other Trickster's Shard, Red Fury, Forbidden Lore, Aura of Dark Majesty
Vlad, Mortarch of Shadow
CORE
41 Skeleton Warriors (VC), Full Command
40 Skeleton Warriors (VC), Full Command
5 Dire Wolves
5 Dire Wolves
5 Dire Wolves
5 Dire Wolves
SPECIAL
38 Tomb Guard, Full Command, Halberds
RARE
Hierotitan
Casket of Souls

So this list stays closer to the original idea of the list, with Vlad bringing Shadow and Vampires magic rolled up in one character. The -2 debuf to Ld is also nice I think and no more squishy wizards. Also, this list can 'disassemble' the Deathstar if need be. Tomb Guard replace the Grave Guard because I want to see what they can do here.

What do you guys think? Better, worse? Which of the two?
 
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I actually think the DS with Vlad will be a better buy than the Blenderlord because of his army-wide synergy with Lore of Light, stacking leadership debuffs and overall flavor :D
 
I'm now partial to a Tomb King (silvered steel + GW + Dragonbane Gem) and 35+ Grave Guard w/ Banner of the Barrows over Tomb Prince or Necrotect.

Necrotect will usually die before the Grave Guard get to strike (assuming Great Weapons) and kitting him out to survive will cost too many points (plus it's only for 1 round).

Tactics: your Tomb King should be able to hold his own, but here's the beauty of the unit: if you come up against someone who wants to challenge and would slaughter the Tomb King (like WoC) deny the challenge and send him to the back (champion can never be sent to the back and as he's the only eligible character left in the unit, we will be forced to move out of base contact). the TK will still provide MYBD after declining the challenge. At WS6 the unit will be hitting everything on 2s apart from character and those new Blightkings (but they're infantry so simply laugh and continue to roll 6s to wound and decimate the unit).

Throw a Staff of Damnation on a level 1 necromancer with Lore of Vampires and hopefully you'll roll up VHDM or Hellish Vigor to support the unit from a small unit behind the Grave Guard. I usually accompany him with a level 2 to hopefully get at least one of the good spells (so hopefully not gaze and the capstone spell).

Tomb King serves as a survivable general compared to a Vampire Lord or a level 4 caster (lord necro or high liche) due to high wounds and toughness. Great way to keep points on the board.

Use the Grave Guard as a screening unit for the bunker of wizards with death or supporting with Lore of Vampire. Snipe characters or keep the unit alive (or both) to your heart's content which is now possible with the Casket (reliable +d3 power dice).

I still rate Horsemen even though they're premium costed (for cheap chaff that is) because with a banner you have a decent chance of holding up other outflankers from combat res or breaking them on average results.

For leadership debuffing to the max:

Screaming Skull Catapult w/ Skulls of the Foe + Aura of Dark Majesty + Doom and Darkness + Cursed Book + Light of Death.

Potential -8 to leadership, rendering even the hardiest unit to a managable Ld3 for both Light of Death and getting rid of even stubborn units.
 
I have used a Tomb King as a general with wizards in a bunker behind them in the past. It's ok and the Tomb King is very survivable, the trick with refusing the challenge and still getting MWBD indeed put a frown on my opponent's face, certainly so when his Skaven Lord with Fellblade got promptly Killing Blow'd. Be mindfull though, it is a bit of a one-trick pony since the next time the opponent simply won't call a challenge and will Make Way to get the Tomb King.

All in all however, I feel that when combat is inevitably joined, the wizard bunker becomes so much dead weight, Vampire Lords are expensive but are worth their weight in gold fighting all kinds of scary things even the Grave Guard struggle with. Think Monstrous Infantry or Monstrous Cavalry. The Tomb King is great fighting rank-and-file but against any combat character worth his salt he will fold and altough refusing the challenge is nice and works, it's never good having 200+points of killing power hanging out in back.

If you want to go the support wizard route, I would however certainly advise getting a Master Necromancer for the lvl 4 Death or Vampires and taking the Black Periapt, you'll want to go for all-out magic dominance and the extra attacks from the Staff of Damnation are not really great in my opinion. At most it's 10 extra attacks from the horde of Grave Guard (remember supporting attacks can only ever be 1) and most of the time I feel it will be overkill.

With the list I posted above I have played a few practice games and I have become convinced that for the GG-star army build Vlad is crucial. The -1 to hit is so good against certain match-ups as is having easy access to Shadow magic. It makes getting the Grave Guard in combat so much easier and the von Carstein Ring is so nifty as it protects him from the things Vampire Lords usually die to fast (Killing Blow for example).
 

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