Duke Danse Macabre said:
You can not go out saying they are better with spells though, we are looking at them as they stand without backup.
Are we? Speak for yourself lol. If you look at units in a vacuum you are guaranteed to create a broken book. The synergy that exists within a book is where it gets its power from. Look at GG in the last edition and all the buffs they got from magic items. Broken. The same was true of ghouls to a lesser extent, and part of the reason was the magic you could cast on them. It's difficult to price magic directly, because each unit is affected differently. Ghouls last edition were cheap and one of the main reasons was the magic you could cast on them. The same is true in this book, and with a lot of units. You can't price bat swarms based on what they can do on their own, using them in tandem with something else is where they get their power from.
Malisteen said:
Ghouls were like grave guard - too good for their points not for their inherent stats and abilities but rather for the amount and kinds of buffs you could give them. The designer got it right with grave guard - take away the helm and the drakenhoff and introduce some special choice competition and they're still good, but nowhere near as dominating. They should have done the same with ghouls. Without vanguard, or the ability to raise above starting size, or the helm, and with skittles and zombies given more reasonable points costs (and, in the case of zombies, statlines), the ghouls would have been fine at 8 points a model. But with all those changes and a hefty points increase, they're really hard to justify now.
I'm not so sure about that just yet, you only need so many tar pits and with the inability to march away from the general, you only want so many. I still see ghouls as a strong choice, I think at 8 pts per model they'd still be a no brainer.