Ghouls have 4 T and 2 A, but skeletons have 4+ armor save (in combat) and can use banner. So, when do I use ghouls and when do I use skeletions?
Yanda said:Right now in 7th edition ghouls are the best core choice. There 2 poisoned attacks, WS 3 and T4 makes them broken at only 8 points per model. Add in a ghast to protect your heroes from challenges and your set. Skeletons can be a strong unit and will be much more popular in 8th edition but as or right now they really need a vampire to help them get the kills they need to win CR. I find ghouls perform great even against shooty armies as most ranged would need to roll 4's (or worse) to hit and 5's to wound, and with skel's it would be 4's (or worse) then 4's to wound and then they would get a 4+ AS but if your being shot at with HG or xbows your going to be at a Neg to save, so the 5's to wound kinda makeup for the lack of AS except against bows.
Master Vampire said:They may look broken on paper but in contrast to the rest of the army
Vekarin the Dark Bladed said:Ah, the age-old debate.
I have used Ghouls, and I've hated every minute of it. We have Vampires - our infantry isn't there to kill stuff, it's there to soak wounds and gain Combat Resolution! Ghouls try to do that and often fail - even 2 attacks isn't going to mean squat against a decent opponent, who'll make a mockery of that Toughness 4 and laugh at your lack of Armor Save, whereas Skeletons will often get at least a chance to save. On top of that, Skeletons will also get a higher Combat Resolution, which is much more valuable.
...plus Skeleton models are wwwaaaayyyy cooler.
Vekarin the Dark Bladed said:Ah, the age-old debate.
I have used Ghouls, and I've hated every minute of it. We have Vampires - our infantry isn't there to kill stuff, it's there to soak wounds and gain Combat Resolution!
Discredited rumours
Fight-until-someone-breaks
Lapping around
Armour Save Modifiers changing. They’re not.
Standard Bearer does not allow you to re-roll one of the charging dice