Craie said:
I think that this list hinges a lot on that baby vamp with beast, and he doesn't have any protection at all. I don't think charmed shield and 5++ talisman is wrong. If you are not planning to run him with the ghouls, make your VL a proper blender with the ogre blade, and give the baby vamp the book of arkhan instead.
I agree.
Always struggle with A VL as lvl 4. All your main spells bar beast are on him so each magic phase you risk 3 to 4 miscasts from your general and blender.
Consider dropping him to lvl 1 and using 100 or so points gained to get a neco lord and bumb to lvl 4. (lose the lvl 1
necro). Now you can cast without fear of losing your general.
I'd consider losing one of your zombie "Tarpits" and getting more redirector units of Wolves and some bats.
Reason: with 2 casters with lore of vamps you have a 5 in 6 chance of getting raise dead even without doubles.
Raise a unit of Zombies in front of your army: 2D6+3 and then double invoc from lords = another 2D6+4 and 2D6+1. so on average your looking to raise 24 without a standard and have an poss extra core 2 units from the saved pts.
With your corpse cart Zombies are ASF an spells like Bubble VHD and HV your army will hold just about any comers to the table.
The idea of Lore of beast seems good but (sorry for been a pain) may be points wasting.
Reason: when I field 40 ghouls most good players try to keep all there monsters away from this poison unit. They line up their hardest troops to pound through it. The Ghouls become a distractor and repulsing redirector.
The baby vamp can now take Death magic for snipping or shadow magic to effect enemies Str/toughness etc... Points saved can go on Lodestone for cart.
Sorry it just seems like a lot of points to make 1 unit (core) powerful when enemy redirectors can have them out of the game chasing their tails.
Own the table with ghouls, don't let the enemy make all the first decisions.