Light and easy to kill IMO so very weak army.
I`ll be quoting a lot
Vampire lord
- lvl 3, lore of Vampires, heavy armour, shield, quickblood, talisman of preservation, dispel scroll, additional hand weapon 438
1) Lord is soft. Additional HW means, that shield is completely unneccesary. One more save vs.shooting while being in unit is waste of points. Dispell should be carried by expendable character. If it go, you can sacrifice it or dont care. S5 means, that you will be having problems wounding cavalry and other heavilly aromured things. Monsters with high T are also quite save from your lord.
Master Necromancer
-lvl 4, Lore of Vampires, black periapt 255
Hate them personally but this has some sense. It looks, like you have strong magic. On paper. In reality, you can count that 2 spells can get through. 3 if enemy will be generous, unlucky or will be have bad magic. The last one will not going to happend in competitive environement - Expect lev.4 and dispell almost all the time. Buffs to casting roll or dispell roll are likely also.
Wight king BSB
- shield, war banner, gw 150
One point on static CR is not big difference if you dont have strong close combat unit. Again - shield will not be used in combat so still 5+save.
Pretty standard. No comment here.
No champ? If you put your lord here, he can be easilly challenged and killed. And game over. There is lots of competitive killers around - starting from DE pegasi characters, ending on Demon Princes of many builds. Deathstars or cavalry buses with tooled up melee killers will decimate such unit extremelly quickly. Ghouls have one major drawback - no musican so no swift reforms - it is very likely, that you will not get into combat on your terms, but rather on the terms of your enemy.
18 skeletons with full command and lichebone pennant 135
18 skelletons are not worthy of any spell. Wise opponent will target either your hordes with some mass killing spells(templates, autohits, vortexes etc.) or target your support with magic missiles. Or will concentrate on buff/debuff accordingly to tactical situation. Points on this unit are totally wasted - not mention, that killing 18 skellies with anything tooled for competitive combat is easy.
66 zombies with standard 208
Can be split up into 20-30 strong for more invo profit and more blockers, or be horded. Both options can be good.
3x2 and you will be fine. Remember, that thouse points are givaway - almost 100 points will go to the enemy.
Fell bats are war machine hunters
They are not. You can glue the warmachine, but as elves have ASF and rerolls so they inflict kills, Dwarfs have quite tough crew so they likely survive, chaos machines can even break small cavalry units as they are more like chariots -so the only warmachines you can hunt with them are TK/gobbo/bret/skav,emp.
Love them. You have 4lev and dispell. If you will be carefull with enemy magic, they can do many mess. Dont try to move through units - it is waste of time. Try to charge into something that dont have any magic attacks. Things like lone monsters, warmachines, enemy support and fast units - and many monstrous units around. Unfortunately, if i were your opponent, my first mm would be targetted at them. Be prepared to minimize the danger.
3 makes good warmachine hunter. 6+ could make good melee supporter. I like them, but in this army, they dont fit too well. You dont have to hunt warmachines as you have lots of bodies around. Except if your meta are gunline Emp or Dwarfs.
Hmm - only real hard hitter in this list. 10rerollable A with S5. And 8regen W. Not very much. Many armies have flame attacks. Many armies have at least S6 things in the army to hurt them. For that price, morghasts are much better - more W, more A - more can be resurrected.
I don´t prefer terrorgheist because it sucks in close combat.
You use it wrong. His main weapon is scream not close combat. It has 28" effective threat range so any player must take this threat into consideration - espetially if he have large flying monsters or characters that can be screamed to the death in single turn.