Gouls with no ghoulkin?!?!?! (2K tourney list)

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Armand

Zombie
Jul 29, 2008
16
Zombies
10
ok, so mainly because i cant fit it... BUT, this is my theory list for the final of a tournamnt im playing in next weekend, any tips would be welcome(infact they're invited!)

Lord
vamp
lv3
FL
Sum Ghouls
MotBA
Crown of the Damned
Flayedhauberk
biting blade
Book of arkhan

Heroes
CC Necro (balefire)
Vanhels
P stone, D scroll

Vamp
scout
avatar
lynci
sword of striking
Armour of night

Vamp
lv 2
summon Ghouls
periapt
sword of might
ASF negating armour (the name eludes me!)

Core
10 ghouls/ghast x3

5 Dire wolves

Corpse cart/ balefire

Rare
5 Wraiths
banshee

Varghulf

100 points spare...another balefire, or something else?
Cheers dudes!
 
Drop the scout and give it the ghoulkin, drop the necro, keep the cart. Use the extra 215 points to buff up your ghoul units so they survive the first turn of shooting, and to get some more wolves or some dire bats. Running the Vampire out of the Ghoul unit will get him just as deep into enemy territory(26 inches). And it will work everytime, as your opponent won't be able to block your scouts deployment.
 
interesting list...

why avatar on scouting vamp if he's already got magic armour and magic sword... that's 20 points for a shield?

I'd have your ghoul units higher than 10... if you lose first turn, a good player can concentrate fire and wipe out a unit before you can raise them...

and your army seems a tad bit small for my liking....
 
I very much like the ghooulkin for scout exchange:D

The necromancer however i like to keep, as it's an (almost) guaranteed Vanhels with the p.stone, and also, without him i can't fit in a scroll...

Other changed i've made include making the ghoulkin vampire cause terror.

The casting (lv2) vamp now has the sword of battle and the enchanted shield.

Each unit has 14 instead of 10.

The list now tots up at exactly 2000, which i like as i t means that i dont have to build another corpse cart :D

What do you guys think?

Oh, and the avatar thing was just paying 20 points for a shield...which i guess i can't really justify. In the past i've had bad experiences with vamp heroes going it alone, maybe killing a mage then popping, but with ghoul kin i can see that being a bit different, and hence terror is the way forward:D
 
Well, the general idea with the FL vamp is to take the necromantic lore, raising spirit host in the first turn or zombies to block line of site if possible with warmachines. With Ghoulkin/vanhels(in three places) this is a definate possibility, and for march blocking i tend to use the lynci vampire and the varghulf(on his way to more destructive objectives). On top of this i don't have fell bat models:P

Also, don't you guys find that corpse carts are the first target of armies with there war machines, as in turn 3/4 the ASF can be punishing (especially when they're more focussed on other bounds) as well as the ever annoying stacked balefire. The necro allows them to be joined to units which in turn offers extra protection for one of the beauts.

Oh and i missed out the periapt in the new list, which will be replacing the sword of battle on the Lv 2.

One thing i haven't really mentionned until this post is how the army will function, which i guess is an integral part in the understanding of the army list, and even more important for it to be criticized.

The basic idea with ghoulkin is to offer too many targets initially and hopefully to overcome. With units of ghouls (even at the initial size of 10) i'm confident that it could weather 2 bolt throwers, which is usual for tournament lists... the dwarven firing line would be different, but that's where the tactic detailed above with raising/blocking comes in, particularly with SH.

The varghulf acts as a mop once the WM are blocked (if zombies/ SH cant cope) or as a flanking beast to add dynamic combat res to ghoul fights. He's also a handy terror bomb for low ld armies.

The wraiths have a simular function, and also are there to protect the lords unit should a star dragon HE Lord appear... nullstone? Screw you!:P, also they're to get behind units for either the rear charge or cross fire kills.

The Direwolves are included as they are handy for capturing tokens and buggering off. They are also used as rear runners for crossfire like the wraiths.

That's about all that i can think of right now, with it being so early:P

Sorry for being so adamant with the Necro, but too often have i seen my Corpse carts fall to enemy fire, which then expose my ethereal units and charges from various nasties...
 
As a dark elf player, I love seeing starting units of 10, especially on ghouls that get CLOSER before the 1st turn. It means that I can wipe out at least one unit if I simply get the first turn.

As a VC player, it makes me cry just a little bit.
 
I run my corpse cart behind my lines until i've taken care of warmachines and closed into combat. I hate it when they get shot, it is so nice that they are not large targets.
 

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