Corpse Cart 8th Ed. Tactical Uses

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Grish

Liche
True Blood
Oct 11, 2007
5,319
Winnipeg, MB
Zombies
2,624
I'm a big fan of the Corpse Cart model. However, with the advent of 8th edition changes to how bound spells work, it has severely limited the value of a corpse cart. I no longer think they are a competitive choice.

However, in friendly games or based around certain lists I will still field one. I want to discuss in this thread what CAN you do with them now, what uses they have. So here we go. If I've misunderstood any new rules in 8th please let me know, I only have a single game under my belt and that was against O&G so this post is theory based on limited knowledge. Helpful, no?

Combat:
In Combat, a Corpse Cart hasn't changed much. It has, on average, 7 attacks at WS2, S2, and then a D6 S2 thunderstomp. Against most troops, S2 isn't going to do much, if anything. The only things it could kill is debuffed poor units or Zombies. It does however have T4 with Regen and 3 wounds. This is enough to hold a small flanking unit, but with 8th ed. those units are no longer around as much, and not dangerous to our core blocks. So what I'm saying is in combat, they are almost completely useless. Only use would be to lock down a low CR unit (1) that is S3. If it's in range of your BSB, you should be OK for a couple rounds.

Miasma of death:
Granting ASF also does not matter much anymore. With Infantry especially. However, if you do have a higher I than your opponent, and have ASF, it will grant hatred. Because this lasts for 2 rounds, it has some merit when combined with Vampires or BloodKnights against certain units. It can also help grave guard and ghouls against Dwarfs and Lizardmen (any other armies?). This ability I wouldn't be so quick to discount. Against LZ, having hatred given to 3 units +2 or 3 characters for two rounds sounds pretty stellar. Not optimal, but in certain lists granting Hatred to all units in range for 2 rounds could really help. I have considered using this in a more combat heavy list, but still think VHD would be a better choice. Another major con to the Miasma is that there is no caster bonus. A pro, although minor, is that you cannot lose this ability. You can throw 6 dice a round at it and not worry about losing this ability or miscasting. Even if you can just give this ability to characters it could really help.

Lodestone:
Losing the ability to spam IoN has hurt us. This is no longer a strong ability. It could however be used in more elite lists that contain Wraiths, BloodKnights, Spirit Hosts, Black Knights. Most other models would not benefit enough to warrant a lode stone; definitely not Infantry. I believe it also works when summon undead horde is cast, so there is some use to be had. Edit: Forgot vampire units only heal a single wound from IoN.

Balefire:
Balefire is most helpful when you need to stop a spamming magic phase. It will not help you with game breaking spells that have 6 dice thrown at them. It would be of more value against casters that have a lot of lower level spells throwing a round. TK, OK, Slaan's with an extra dice, VC lvl 4 lords spamming VHD and IoN. But it seems most lists are just saving for the super spells and throwing a lot of dice. So again, another situational ability. I honestly can't see a lot of use for this however. There isn't as many PD to throw around anymore, so the total amount of spells will go down limiting this use.

From what I see of this, a Corpse Cart would be helpful against:
Dwarves. Flaming cannons would blow it apart though.
Lizardmen. Engine of the Gods, or Flaming magic spells would destroy it as well.
Elite lists can benefit from the Lode stone if it runs Blood Knights or Wraiths. Might be worth it here...

I love the model, I still want to include it, but I feel like I'm grasping at straws. The only reliable ability I feel it has is that it can grant hatred to characters, at the expense of hurting the magic phase.
 
I think you've pretty much accurately summed it up (though blood knights can't benefit from lodestone being vampires). The corpse cart is nowhere near as good as it was.
I don't think it should be discounted altogether though, if you have room to include it it's a safe way of adding a few buffs and debuffs here and there, nothing major, but not completely useless either. Of course the main reason to include it is that the model is gorgeous as you mentioned.
 
If you can get Okkam's off 2d6 str 10 is nothing to sneeze at.
It's an OK cheap deployment if you run it vanilla,it's fairly resistant to small arms fire and may even shrug off a cannonball.If your opponent shoots at it more than twice it has probably earned it's points back.
If all else fails you can use it as a chump blocker xD.
They are best used in conjunction with bat swarms.....just kidding.
 
Even if the Corpse Cart isn't as effective as it once was, it does till draw a lot of attention what you have balefire on it.
I my games, I'm constantly reminding my opponent that their wizards are within 24". If anything, the Corpse Cart is a big lightning rod. I'd rather my T 4, AS 5+, regen model got shot at then my ghouls. I always run two so if one dies I can still annoy my opponent.

It still has some usefulness left. Just draw attention to it and it'll save your other models from being diminished before combat. xD
 
Hello, I've been following this forum for about 6 months now when I first started purchasing my army, I've played a bit of 40k (NECRONS) and my cousin got me into fantasy.

That being said I finally had enough painted to go out in public just last week, but public I mean over to my cousins place (GW next stop!). He played Scaven Ikus with many slaves and a lightning cannon thingy as well as a hellpit abomb. I went with a Black coach, caster vamp lord with Heavens, a lore of light vamp and another vamp with MoTBA and raise dead. as well as 4 COUNT EM 4 CC's!!! All Balefire of course. Also I had about 40 skellies.

Now going into this I thought the flayed armor with wristbands was good with the 2+ armor save 3+ ranged ward. I didn't realize that a high str degraded armor (again 40K player here), so that was my ultimate demise.

Suffice to say the magic phase was mine, all mine. He got one spell off the entire game and it was death frenzy due to a double 6's with 3 dice, so lucky...

Long story short I called a comet down that landed 3 turns later and decimated the lightning cannon, and hurt a unit of slaves and small unit of clanrats (another question is do you roll the amount of hits for each unit hit or once applied to all 3?). The Black coach scared another unit of clanrats with a minor caster off the table. I made the mistake of trying to tarpit the hellpit with some raised zombies, whom he then ate and proceded to overran into my lord so all I really did was give him an extra move... and then my lord got eaten in short order...Next time he is going into a unit for cover.

But it was really fun I just wanted to toss out the effectivness of the CC's I LOVE them. the -4 to cast in 28' really can hurt and the regen/armor save can keep them up for a while. Though once anything multy ranked gets into combat the Res really eats the wounds...

I use skellies because I simply HATE how the Ghouls look and their whole "not dead by trying ever so hard" thing they got going on... sure they are the smart choice but... freaking skeletons man!!! And I simply don't have the cash for a unit of Grave Guards right now, though I have a great many single 20mm'd Spirit host figures (don't ask where I got em from) Maybe I can say they are Wraiths?
 
All ile say is lore of beasts has many buff spells, the +1T +1S being the best easy to cast, by far doing this to corpse carts improves there worth so much! 2d6 st3 attacks at T5 makes them alot scarier than when they first charged in, to top it off, if it's not dead it's a total of 3d6 st 3 attacks.....
 
Actually, it's even better than that. It's 2D6 S3 attacks, and then D6 AUTOMATIC HITS from Thunderstomp! Methinks I like the new monster rules... :konrad:

Still, though, they can be a magnet for shooting. Cannons don't really care about whether your Cart is T4 or T5, they're still going to wound on 2+. Whiff the Regen Save and you're done. The bright side is that those cannons won't be shooting at your other troops instead, but I just don't like it. People seem to have an irrational fear of Corpse Carts, and I've found that the only things in our army that draw more missile fire are Varghulfs (Varghulves?) and Blood Knights.
 
Unless its for laughs, I don't think people will be boosting the corpse cart... they'd probably want to use that spell on an infantry unit, or a Rare choice like Varghulf or Coach or Wraiths. I can't see myself boosting it up, unless it was for some kind of surprise attack (Charge a lone character or important model/unit, then boost it up).

Good as a surprise maybe but not much beyond that.
 
Well as you said Grish, you're just looking for a reason to run one. I don't think anyone would suggest making a CC the focal point for your attack but the thing with fighting horde armies these days (O&G, Skaven) you know you're going to be out-numbered and therefore have to prepare for every unit to get into combat.

I certainly wouldn't plan my entire strategy around buffing my CC to S10 but as we all know sometimes these things don't go to plan and having a CC rolling around behind your lines that can be called upon in an emergency (and when buffed can be deceptively dangerous) would, along with the other reasons listed, imho constitute a reason to use one in a friendly game.
 
Bravo_10 said:
People seem to have an irrational fear of Corpse Carts

The power of psychology. Even if just 75pts and not that good on the battlefield, the model itself is very very intimidating and as huge as an Hydra or a Hell Pit Abomination.... :vampire3:
 
if you got a horde armie (a 2 50 (un)man ghoul horde in my case :D) you get to do a SHOCKING amount of damage when u ASF (sometimes with reroll) in case of reroll you get a bucketload of poison attacks
 
For me, it comes down to Miasma. The ability to affect all friendly units within 6 means I can often hit 3 vampires (getting rerolls), and my skellies can occasionally drag down an enemy unit champion. While it's true that striking first doesn't matter against most block troops, it's really useful when you can drag down even one Chaos Knight (or any other model in a 2-rank unit).

Also, ASF is pretty easy to generate. I don't like letting my opponents have a swing at my vampires; they're not as sturdy as I'd like.

I usually have a Beasts Lore vampire running around; +1 to cast on the cart is appealing for when it gets in a fight.

More than anything else, Miasma is easy on the power dice; even throwing one die at it usually succeeds (and pulls out a dispel die from the opponent), and if I really want it I can throw more.

And they're dirt cheap.
 

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