So, seeing as the new book's been released and our magic item allotment has been cut down like the rest of the 8th edition armies, I've decided to post a thread detailing my thoughts on the usefulness of each of them. Here goes:
1) Skabscrath - Well, this certainly is different than its 7th edition counterpart! The blade that once merely caused terror now provides Frenzy, Devastating Charge, Flaming attacks, and the ability to perform a Death Shriek! I can see a lot of potential here for a close-combat beast with this weapon, seeing as he'll be getting +2 attacks on the charge as well as shrieking his opponents to death while engaged. Still, the point cost is a bit off-putting. It's hugely expensive, and you won't be able to afford much in the way of protection for your lord if he's carrying it around. Granted, we do now have the ability to purchase mundane equipment for our lords in their army list entries, but I'm still not sure about leaving our valuable characters so undefended.
2) Nightshroud - This looks like an excellent piece of armor. Its point cost has doubled since the last book, but it now has the added benefit of removing all Strength bonuses, both magical and mundane, from anyone fighting the bearer. If only it could be used in conjunction with Skabscrath, it would be a most devastating combo. Still, I'd certainly recommend giving it a go, especially against armies who will struggle to damage our Vampires at their base Strength values (i.e. Elves, Empire, etc).
3) Banner of the Barrows - Five points more expensive than it was in the last book, but still basically the same thing. It's an excellent banner, and I'll be using it in every game without exception.
4) Screaming Banner - Now this is an interesting choice indeed. It has the exact same effect as its previous incarnation, but it's now 20 points cheaper! It's so cheap, in fact, that it can be taken by a unit of Skeleton Warriors. Obviously, I have yet to try it out in-game, but I think this item has huge potential in a Skeleton-themed army. After all, the Skellies' major weakness of WS2 can be countered if your opponent fails a fear test, and the Screaming Banner should force them to do so.
5) Black Periapt - Very potent, but also very expensive. I liked it much better when it allowed only a single power or dispel die to be manipulated, albeit at a 40-point cost decrease. It appears to be a substitute for the free MotBA dice we used to get, so if you were a fan of that power, feel free to take it. Personally, I find it a tad to expensive to use in game, as there are other ways to ensure magical superiority.
6) Staff of Damnation - Also a good choice. It's roughly the same point cost as it was in the last book, but there is a subtle difference in its wording that ups its power tremendously. If you look closely, you'll see that it says "All friendly Undead units (and their mounts) within 6" of the bearer gain the Extra Attack special rule until the start of the bearer's next Magic phase." Now there's a big change. Before, it allowed each model within 12" of the caster to make an extra attack in the magic phase. Now, it'll grant extra attacks in both the upcoming close combat phase and the one after to every unit that is even barely within range. Combined with Great Weapon GG, this could be a truly devastating combination.
7) The Cursed Book - Hmm...I'm not really a fan of this one. Essentially, it allows you to sacrifice D3 dice to automatically cast a random spell at its minimum value. For what it does, it's a tad too expensive, and just way too random for my tastes. You could wind up wasting 3 of your dice and giving an your opponent an easy 1 or 2 dice dispel attempt. Personally, I think it's much more useful to just straight-up cast the spell in the first place and at least get the benefit of adding your Wizard Level to the total.
8) Book of Arkhan - Not much to say here. It's cheaper than it was before, and it's only Power Level 3, so it'll give you a nice one-dice casting of VHD 50% of the time. If you liked taking it before, keep using it, but I think I'll stay away from it for the time being.
9) Rod of Flaming Death - So, when I first read this, I was shocked that we would actually pay that many points for a D6 S4 hits magic missile and (practically) automatic panic test. However, the second part of its effect is absolutely devastating, inflicting a S4 hit on every model in the unit if it decides to move in the turn after the spell was cast, much like the Burning Cage spell from the Lore of Fire. I quite like this part, as it limits your opponent's mobility and allows you to get your boys into better tactical positions, which will be slightly more difficult now that we can no longer charge in the Magic Phase with VHD.
So anyway, there you have it. Feel free to argue any or all of the points made above, I'd be interested to see what everyone else thinks of our magic items!
1) Skabscrath - Well, this certainly is different than its 7th edition counterpart! The blade that once merely caused terror now provides Frenzy, Devastating Charge, Flaming attacks, and the ability to perform a Death Shriek! I can see a lot of potential here for a close-combat beast with this weapon, seeing as he'll be getting +2 attacks on the charge as well as shrieking his opponents to death while engaged. Still, the point cost is a bit off-putting. It's hugely expensive, and you won't be able to afford much in the way of protection for your lord if he's carrying it around. Granted, we do now have the ability to purchase mundane equipment for our lords in their army list entries, but I'm still not sure about leaving our valuable characters so undefended.
2) Nightshroud - This looks like an excellent piece of armor. Its point cost has doubled since the last book, but it now has the added benefit of removing all Strength bonuses, both magical and mundane, from anyone fighting the bearer. If only it could be used in conjunction with Skabscrath, it would be a most devastating combo. Still, I'd certainly recommend giving it a go, especially against armies who will struggle to damage our Vampires at their base Strength values (i.e. Elves, Empire, etc).
3) Banner of the Barrows - Five points more expensive than it was in the last book, but still basically the same thing. It's an excellent banner, and I'll be using it in every game without exception.
4) Screaming Banner - Now this is an interesting choice indeed. It has the exact same effect as its previous incarnation, but it's now 20 points cheaper! It's so cheap, in fact, that it can be taken by a unit of Skeleton Warriors. Obviously, I have yet to try it out in-game, but I think this item has huge potential in a Skeleton-themed army. After all, the Skellies' major weakness of WS2 can be countered if your opponent fails a fear test, and the Screaming Banner should force them to do so.
5) Black Periapt - Very potent, but also very expensive. I liked it much better when it allowed only a single power or dispel die to be manipulated, albeit at a 40-point cost decrease. It appears to be a substitute for the free MotBA dice we used to get, so if you were a fan of that power, feel free to take it. Personally, I find it a tad to expensive to use in game, as there are other ways to ensure magical superiority.
6) Staff of Damnation - Also a good choice. It's roughly the same point cost as it was in the last book, but there is a subtle difference in its wording that ups its power tremendously. If you look closely, you'll see that it says "All friendly Undead units (and their mounts) within 6" of the bearer gain the Extra Attack special rule until the start of the bearer's next Magic phase." Now there's a big change. Before, it allowed each model within 12" of the caster to make an extra attack in the magic phase. Now, it'll grant extra attacks in both the upcoming close combat phase and the one after to every unit that is even barely within range. Combined with Great Weapon GG, this could be a truly devastating combination.
7) The Cursed Book - Hmm...I'm not really a fan of this one. Essentially, it allows you to sacrifice D3 dice to automatically cast a random spell at its minimum value. For what it does, it's a tad too expensive, and just way too random for my tastes. You could wind up wasting 3 of your dice and giving an your opponent an easy 1 or 2 dice dispel attempt. Personally, I think it's much more useful to just straight-up cast the spell in the first place and at least get the benefit of adding your Wizard Level to the total.
8) Book of Arkhan - Not much to say here. It's cheaper than it was before, and it's only Power Level 3, so it'll give you a nice one-dice casting of VHD 50% of the time. If you liked taking it before, keep using it, but I think I'll stay away from it for the time being.
9) Rod of Flaming Death - So, when I first read this, I was shocked that we would actually pay that many points for a D6 S4 hits magic missile and (practically) automatic panic test. However, the second part of its effect is absolutely devastating, inflicting a S4 hit on every model in the unit if it decides to move in the turn after the spell was cast, much like the Burning Cage spell from the Lore of Fire. I quite like this part, as it limits your opponent's mobility and allows you to get your boys into better tactical positions, which will be slightly more difficult now that we can no longer charge in the Magic Phase with VHD.
So anyway, there you have it. Feel free to argue any or all of the points made above, I'd be interested to see what everyone else thinks of our magic items!