Black Coach is 97,5 slaves
Terrorgheist is 112,5
Lances on BKs are 1 slave
Mannfred still got 14 spells
Krell's armor kinda sucks, no ward, it ****s magic items, no special buffs for anyone
Mounts later
No Ghoul regeneration
Abyssal 60 slaves, Dragon 122.5 slaves
Imo Krell kinda sux, his axe is +2S, d3 wounds, ASL, W test each round for the victim
There are Rare Wraiths
No crumble immunity bubble, BSB as TK
Corpse Cart upgrades: Balefire is 7.5 slaves, -1 casting for enemies in a 24" radius, Unholy Stone is 15 slaves, can reroll a d6 for IoN results if caster is within 6"
Hellish Vigour is RR to Wound, boosted it becomes a bubble, same for Danse
Wight King is 42,5 slaves, can take AHW, 2HW, and 25 slaves magic items
Mounts: c Vampire Lord can take more or less everything, Necro Lord can take steed, cart or Abyssal, Vampire hero can take Throne, steed, infernal steed or nightmare, Necro can take steed or cart
Bard for BKs is 1.5 slaves
Vlad is S6, sword is +1S and 247.5 slaves
Isabella is 87.5 slaves
Yes, Infernal Steed is the flying horsey
BKs are 10.5 slaves
Vampires can get mundane equipment
@Valle: this is no interpretation of the rules, i'm holding the book in my hands, and it's crystal clear: IoN can only heal 1 wound per casting on units with the Vampire, Large or Ethereal characteristics, and BKs have the Vampire characteristic. I would sure love to play BKs and i would love to be able to raise 5 of them a turn, but that would be a little too much imo.
Also, if characters count as "units", they would get healed of 1 wound (if Vampires, Banshees or Wraiths) or 1d6 + level wounds (if Wight Kings or Necros), but i don't think that's the spirit of the spell, and i'm not even sure characters are "units" per se.
Now for the questions:
- recast is gone for good
- no uber banner, just Screaming and Barrows banners, plus Blood Keep for BKs
- after your general dies, you take a Ld test for every unit taking wounds as usual, then as long as you have a Vampire Lore wizard on your army, you don't have to keep checking.
So Chaos Knights who can regenerate one of their number per turn (or more if you spam) are bad how?
I wasn't gonna posts "slave costs" for mundane equipment because i thought it was a little too much, but i got some time, so there you goe:
Vampire Lord/Vampire (everything in slaves)
Magic level: 17.5/17.5(level 2 max)
AHW: 2/1.5
2HW: 5/4
Lance (if mounted): 5/4
Shield: 1.5/1
Heavy armor: 3/2
Barded Nightmare: 12/12
Infernal Steed: 15/15
Abyssal Terror: 60/-
Zombie Dragon: 122.5/-
Coven Throne: 115/115
Ghoul King got no mundane equipment, can ride a Terrorgheist for 112.5 slaves, can't take magical armours.
- BKs also have lances, Chaos Knights can't get them, right? that's S7 on the charge
- Forbidden Knowledge can't take Life; also, i kinda like the new Lores do not have "win" spells, and i wish GW FAQd all that kind of spells into something good but not game-breaking. Still, you can take Shadows and Death if you feel like it.
- Both Skeletons and Zombies are good imo, depends on your aesthetic choice i guess: zombies have ASL, but when buffed by the Corpse Cart their ASL is replaced with ASF, so it doesn't cancel it, they actually strike first; they can also house characters now, but i hate their WS 1. And btw, if you manage to cast Mindrazor on a Spearkeletons horde with rerolls from Danse, that could be funny.
Gaze: 2d6 hits S4, range 12, 9+, you can boost to range 48 at 12+
Curse: 12+, range 18, remains in play, wounds with no AS on 6+, then 5+, you know the drill... if you roll on both Magic phases i can see it being a pain, but low target number to cast means easy to dispel for your opponent