Edit: I did my adding up wrong, and just found I have 25 points left, but I'm not sure where to put them...
The basic plan is to move forwards with the Black Knight/Character unit, a little slowly at first (if there's a lot of distance to cover), to try and stay out of warmachine range until the Varghulf manages to hit them. I'll march my Skeleton bunker and ghouls up with the knights (who initially probably wont be marching), keeping the wolves and spirit host on either flank.
Once the main warmachine threat is out, I'll keep running the Varg/Terror around the enemy lines, and begin to rush up then with my knights. The Wolves would do alright to keep up, whilst the Bunker, ghouls and spirit host would take a little longer.
The Necro would be casting as the bunker moves, and banshee screaming at anything that may come close.
Hopefully the Knight bus should reach enemy lines fairly intact, the vamp lord casting invocation as they move up to keep the numbers, and then using my wolves in first, I'll try and redirect some units so I can hit them in the side, or the rear, with either my knights, or varghulf.
I'm going to be keeping the terrorgheist out of combat as much as possible, and just be screaming at things. Infested is mainly so that if my wounds do inevitably run low, I can move into a central enemy area and at least go out with a bang.
I'm pretty much just going to be running the wolves, knights and varghulf around in unison to hit as many sides/rears as possible, as both the knights and the varghulf are devastating at the side or rear.
Once the Varghulf and wolves have fallen, I'm hoping that the skeletons, ghouls and spirit host should've caught up, and can begin to mop up whats left. Some careful spirit host placement should make short work of some units. The Banshee scream against broken units, or once the general's gone, should inflict some massive damage too.
I'm hoping to roll raise dead, to bring some zombie numbers in to tarpit, but it's not a game breaker if I don't get it.
The Black Knight unit has the Wight King as more of a challenge acceptor (hence the nightshroud, to minimize hits against him), whilst the red fury vamp can blend through units.
I've playtested it with proxies in a friendly game, and it performed well.
I'm not going into tournaments with it, I'm looking for a fun list to play that's still got a fairly competitive edge, and uses models that I have/plan to get.
So I'd love to hear if you guys have any improvement.
Thank you in advance for any help!
The basic plan is to move forwards with the Black Knight/Character unit, a little slowly at first (if there's a lot of distance to cover), to try and stay out of warmachine range until the Varghulf manages to hit them. I'll march my Skeleton bunker and ghouls up with the knights (who initially probably wont be marching), keeping the wolves and spirit host on either flank.
Once the main warmachine threat is out, I'll keep running the Varg/Terror around the enemy lines, and begin to rush up then with my knights. The Wolves would do alright to keep up, whilst the Bunker, ghouls and spirit host would take a little longer.
The Necro would be casting as the bunker moves, and banshee screaming at anything that may come close.
Hopefully the Knight bus should reach enemy lines fairly intact, the vamp lord casting invocation as they move up to keep the numbers, and then using my wolves in first, I'll try and redirect some units so I can hit them in the side, or the rear, with either my knights, or varghulf.
I'm going to be keeping the terrorgheist out of combat as much as possible, and just be screaming at things. Infested is mainly so that if my wounds do inevitably run low, I can move into a central enemy area and at least go out with a bang.
I'm pretty much just going to be running the wolves, knights and varghulf around in unison to hit as many sides/rears as possible, as both the knights and the varghulf are devastating at the side or rear.
Once the Varghulf and wolves have fallen, I'm hoping that the skeletons, ghouls and spirit host should've caught up, and can begin to mop up whats left. Some careful spirit host placement should make short work of some units. The Banshee scream against broken units, or once the general's gone, should inflict some massive damage too.
I'm hoping to roll raise dead, to bring some zombie numbers in to tarpit, but it's not a game breaker if I don't get it.
The Black Knight unit has the Wight King as more of a challenge acceptor (hence the nightshroud, to minimize hits against him), whilst the red fury vamp can blend through units.
I've playtested it with proxies in a friendly game, and it performed well.
I'm not going into tournaments with it, I'm looking for a fun list to play that's still got a fairly competitive edge, and uses models that I have/plan to get.
So I'd love to hear if you guys have any improvement.
Thank you in advance for any help!