Johnny-Crass said:IMO greatweapon trumps lance and more bodies trumps better armor save.
This.
Also, at the idea of BK being anvils: :slapface:
Johnny-Crass said:IMO greatweapon trumps lance and more bodies trumps better armor save.
bonesaww666 said:Agreed on the Taget Selection. To having them fight eachother, who in the 9 Hells headlong charges their Knights into a unit of GW wielding Hordes? I suppose you could retort with "Dwarves all have them!" to this I say if you can't find a favorable position to charge the slowest moving army around then I suppose that's why you don't take cavalry.
I like cavalry becuase it offers a wide variety of movement and therefore tactical options in an army that suffers greatly from a lackluster movement phase.
Also with a few castings of Vanhel's you can make them into the fastest heavy cavalry in the WH world, break through a weak unit and use the book to turn about for turn 2-3 rear charges.
Ethereal movement is also nothing to sneer at, being able to pass through buildings and other impassable scenery can be invaluable as enemies tend to avoid positioning units behind such things meaning your opening is already available sans combat.
Agreed on raising that you get more GG but in theory the BK's give you more points on average back of a unit that takes more attacks per model to kill.
Also flank charging with a rank causes a unit to suffer from Diruption with a rank, negating rank bonus and like all disrupted units wether fighting in a forest or difficult terrain negates Steadfast.
Ether Dude said:Remind me why this is an either or proposition?
As observed, the grave guard are plenty hitty. On the other hand, vampire lords are super squishy unless they're mounted. My current idea is to use the black knights as ablative wounds for a red fury lvl 4.
Why? A lvl 4 vampire costs 105 points more than a regular one, which is cheaper than the 200 for a master necromancer. Aha! So, you get the master plus a ton of extra killy on the side. Keeping this guy alive is important. ~660 points worth of important. Now, as great as a 3+ save is, I'm more inclined to go with a 1+ (or 2+ rerollable) with a 4+ ward save tucked in the back pocket. The only way to do that is to stick him on a horse. From there, the need for black knights is clear.
So the question is not if you want grave guard or knights. The question is if you're going to take a vampire lord or not. That's a question for another thread, but that's pretty much what it comes down to. Without him, the knights do not have enough killy to make themselves useful. Without them, he doesn't have the staying power to be your only lvl 4 caster. If he's not your primary caster, there are problems.
As a parting remark, the power lists in this edition will gravitate toward 2 massive units of grave guard backed by double mortis engines. The vampire lord will take a back seat to the cheap casting power of the master necromancer. Are black knights going to rule the tabletop like they did in 6th? Nope. If, however, you take a blood dragon-type vampire, I guarantee that he'll be best riding into the fray with his loyal horsemen tagging along for the ride.
-Ether