Corpse Carts, Worth it?

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Threadomancy?

How about a Necro riding one w/ a Book of Arkhan?

You'd probably only need to cast the book specifically on the Cart once the entire battle in order to keep it on the front lines. It's useful later. And you have a necro with a Regen save against war machines, right? 180 Points.
 
Ben E. Violent said:
Threadomancy?

How about a Necro riding one w/ a Book of Arkhan?

You'd probably only need to cast the book specifically on the Cart once the entire battle in order to keep it on the front lines. It's useful later. And you have a necro with a Regen save against war machines, right? 180 Points.

Rather have the necro in my skeletons with a look out sir. Corpse carts go down fast in cannon supreme 8th edition. Especially if they have the ability to mess with your opponent's magic phase.
 
Yorga said:
Infernal Skull said:
For the ASF buff, you might consider Bat Swarms: Rather than coordinating your augment spell, and the range of the cart to get ASF, just throw in a swarm for support, and give the enemy ASL. A swarm of 2 is only 70 points, and hovers 10" so it can more than keep up with your battle line. Also doesn't rely on the (often fickle) magic phase to work.

I was excited about Bat Swarms at first glance too. But how do you compensate for the easy CR you give your enemy when he smashes the squishy bats (only thing more squishy than a zombie in our army)?

What about a flying unit in front of the CC? Would it help to protect it, like a batswarm or better giant bats? With Summon Creature of the Night it should be possible to put every round new units before it.

Yorga said:
Ben E. Violent said:
Threadomancy?

How about a Necro riding one w/ a Book of Arkhan?

You'd probably only need to cast the book specifically on the Cart once the entire battle in order to keep it on the front lines. It's useful later. And you have a necro with a Regen save against war machines, right? 180 Points.

Rather have the necro in my skeletons with a look out sir. Corpse carts go down fast in cannon supreme 8th edition. Especially if they have the ability to mess with your opponent's magic phase.
 
Teskal said:
What about a flying unit in front of the CC? Would it help to protect it, like a batswarm or better giant bats? With Summon Creature of the Night it should be possible to put every round new units before it.

No giant bats are hardly unlikely to stop cannon balls. And that is a terrible waste of them for the game. They are redirectors.
 
just wanted to add something in favor of the corpsecart.
It is a chariot, meaning it has swiftstride. (and therefor, can charge further then your CC blocks making it a good overrunner and big thread to smaller harrasment units with the impact hits)
its a support unit so the impact hits come in handy.
you can do a lot of damage for a unit that can clip a target on the side as a support charge in the 2nd round of combat were the (my main oponent DE) enemys hatred has gone down. Also, we are unbreakable so we should hold up another round of combat.
we can easily do 2 to 3 wounds against rank and file non 1+ ArSv enemys with the corpsecart + the charging in gets you up to 4ish me thinkgs.
the balefire and lodestone are just neat toys in my opinion.

As for 'cannot march' our entire army cannot march. If you include some bat swarms and some corpsecarts you dont have to think about those to be within 12" of your general. giving you more movement options because you are sacrificing some mobility.

I currently look at the corpsecart as flank protector/redirector killer. especially since you can solve combat A (with CC first) then let it overrun in your combat B flank were your other unit is already enrolled to do twice the impact hits.

I might also note that T4 4+ regen is a decent defense and they will most likely hold their own in combat against 'the normal' units you see around (provided it acts as a support unit)

I know this is all too good to be true and i overrate it. But the thought of getting 3 big units within 12"of your general and just 'shuffling them against your openents army" and see what happens makes me a sad panda. therefore i lose a lot. but have fun doing so. trying to catch my oponent outpositioned and tearing his lines appart with weird units.

dont bother me. i had to reply to some post on here.
mmmmmm warhammer
 
Personally I've had great success with putting my lvl 2 necro on a corpsecart

I play Blood Dragon theme with Blood Knight and wights, so in my magic phase my opponents are usually focused on me not getting Vanhel's or invocation that heals wights off.

Means ill often have a few dice left for this chap to cast invocation from behind my main skelly blocks, healing them and giving ASF.

My nemesis high elf player are positively hating the thing now as it's won me several battles by itself now and the resident ogre and dwarf players arent thrilled either.

Sure cannons can take him out, but no enemy player have yet had the discipline not to turn the cannon on my terrogheist, varghulf or Blood Knights first
 
Actually around here my opponents seem to priotritize the cart almost above all else.

With everything that it does they feel the need to take it out as soon as possible. Balefire, ASF, plus a little combat potential.

My general is in black knights and runs around killing stuff which means my main line stuff doesn't usually get to march anyway. Unless I get a vanhel's bubble off which gets the cart marching, and then it throws up a proactive ASF as a bonus. It's hard to argue against the benefits of having what is basically a rather powerful spell go off without the chance of dispelling and without using power dice simply because you cast a spell you were going to anyway. Bale fire is pure gold for such a cheap upgrade and the cart can be quite killy in a pinch, (I had one run down a tree man once). And then look at it's cost! There's people who bring very expendable units that costs that much.

The corpse cart is a bargain and a 1+ in most of my lists.
 
This may have been covered already but, against LM, OK, and HE, its an auto include for me. Its strange so many people view it as a zombie buffer, when it turns our I3 troops into killing machines. More so with poisoned attacks. If your not running cav, it should easily keep up and with its buffs you can stall your opponents for a turn. "No way Im charging those ASF rerolling GG" said a player with 21 WL an inch away. Both upgrades are great and parked behind some CH its pretty CB safe.
 
I have played a fair number of games and here is what I found. The cart is fantastic, just not for us. If we had any range or any long range spells then that might change. But as of nOw we are forced to push up against a good 70% of armies and the cart gets left behind
 
Johnny-Crass said:
I have played a fair number of games and here is what I found. The cart is fantastic, just not for us. If we had any range or any long range spells then that might change. But as of nOw we are forced to push up against a good 70% of armies and the cart gets left behind

I might try to wiggle it into my three Master Necro list. Since my whole strategy is to make the opponent come to me while I blast him with Death Magic. Not sure where I can give up the points. Maybe take 9 less ghouls?
 
I always have a cart in my lists, which all happen to be infantry based. I put it on the front lines with my army, and by the time combat is reached, its still close enough to effect my blocks. Also, its been used to combo charge into the flanks, which helps. My opponents are lizzies, daemons, and all three types of elf. And they all hate it, and all try to get rid of it fast, as they don't like it 'charging up' my units. Even the wood elves and dark elves target it. For them, it does not really effect as much as lizzies and high elves. Maybe its the armies I face, cause normally when everyone is running big blocks, always strike first does not really matter unless you have higher initiative.
 
RE: Corpse Carts, Worth it?

I like them for most of my games. I usually run 1 of each. But for the way I like to play it works and that fact that as long as I do aoe spells most off my units gets asf
 
RE: Corpse Carts, Worth it?

Fluffytemplar said:
Actually around here my opponents seem to priotritize the cart almost above all else.

With everything that it does they feel the need to take it out as soon as possible. Balefire, ASF, plus a little combat potential.

My general is in black knights and runs around killing stuff which means my main line stuff doesn't usually get to march anyway. Unless I get a vanhel's bubble off which gets the cart marching, and then it throws up a proactive ASF as a bonus. It's hard to argue against the benefits of having what is basically a rather powerful spell go off without the chance of dispelling and without using power dice simply because you cast a spell you were going to anyway. Bale fire is pure gold for such a cheap upgrade and the cart can be quite killy in a pinch, (I had one run down a tree man once). And then look at it's cost! There's people who bring very expendable units that costs that much.

The corpse cart is a bargain and a 1+ in most of my lists.

I totally agree with you sir. I love taking 2 myself.
 
RE: Corpse Carts, Worth it?

One of my friends thinks they're a brilliant unit, and constantly berates me for not using on in my lists.

In fact, he says that the best possible general for VC is a Master Necromancer on a CC. Apparently, this was confirmed by the manager at our local GW.

Seems odd to me, but what do I know.
 
RE: Corpse Carts, Worth it?

We've got rerolls hto it/wound, regen, and raising already. I feel.like it's a waste putting points in more support units. And it's sloooow.
 
RE: Corpse Carts, Worth it?

From my experience, corpse carts work well in infantry focused vampiric lore driven armies. If your army has bubble IoN and van hels going off, then including corpse cart is usually worth it. If you are not going to have many of those spells, likely cause your focusing on death magic, corpse cart won't be moved or triggered constantly. The cart isn't slow if you have access to easily cast van hels or you play come and get me. Plus corpse carts charge reliably. Don't forget that.

What is interesting about the cart is it can be used defensive or offensive as is. It can chase with swift stride, it can mini anvil with Regen. It can grant your hammers strike first smashing the enemy and it can grant it to your tar pits and anvils, hurting your opponents charge.

Then add balefire and you're seriously impacting your opponent's casting, and with out wasting an arcane slot or character points.

Add lodestone, your IoN are more reliable allowing you to cast fewer of them, thus stretching your power dice. But only use lodestone if you are running lots of infantry. Doesn't help with anything else.

Edit: one more quick point. I'm one of those players who rarely takes quick blood on my vampires. Either I have a SGK with super hate or I have a vampiric necromancer and a vampire with book of arkhan. But I usually have rerolled attacks happening on my units, vampires within the unit included. Corpse cart gives you a way to drop quick blood (saving points in your characters) and put the effect into your special points. The effect has to bre triggered, but it is also for the whole unit. Worth considering.
 
RE: Corpse Carts, Worth it?

Well GG with GW plus a vanhel's and CC's ASF buff or vigour mortis and ASF would be kind of cool :) Bat swarms would couple well with that combo going on to get the GG hitting first, even at I3 (nightshroud on a WK would also do that, but only to the front rank). Against a small, killy unit that could be enough to wilt their numbers to non-effectiveness and tear down the whole unit. HE White lions and sword masters would HATE all those buffs and debuffs. So would a lot of other elite combat units.
 
RE: Corpse Carts, Worth it?

Is there a way to not use Grave Guard and still get some use out of the Cart? I'm thinking with Horrors taking the place of the hammer, and Ghouls in hordes left and right. Mortis Engine a must in this formation, as well.
 
RE: Corpse Carts, Worth it?

Because horrors are strength 4, they can't take the role of hammer. If you use beast or shadow magic, then they can with the strength buffing spells. But their role without magic is as an anvil, due to T5, W3 , regen 5+. Since magic is fickle, you can't count on them being a hammer. But, because they are a very solid anvil, you can count on them holding an enemy then transforming into an anvil at a key point.

The only real hammers in the army (i.e. sustainable high strength, armour punching damage with enough staying power to keep damage going) are the varghiest and great weapon grave guard. Mind you, varghiest are difficult to use as a hammer against certain units because of their low T and I utter lack of defenses. I actually think if varghiest were I5 they be better without being over powered. As they are now, you have to be careful where you charge them or they go down quickly since you can't heal them fast enough and they are best off on their own harassing the flanks.
 

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