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===Rare Units=== *'''Varghulf:''' The Vargheist's meth addict big brother, and the only hammer you really want to meet anything head-on. In comparison to the 'gheist you lose Fly and Frenzy but gain Terror, Hatred, Bestial Fury, and Regeneration. You have 3 more points of M, 1 more point of WS, one more point of Toughness, one more Wound each, two more attacks each, but 3 points less Leadership (though it's Vampiric). It's a Monster, so it also has Thunderstomp. This monster only costs 175 points. All in all, the Varghulf is a decent choice, as it's statline is pretty nice and it's decently killy in addition to that Regen and Terror, especially considering he lacks Frenzy so he won't jump into combat without being given the order, he's also harder to kill, and sucks up less points than a Terrorgheist so a lucky cannonball won't eat up a large chunk of your points. His main detriment is that he eats up Rare points, if that doesn't bother you then go right ahead, otherwise a properly built Terrorgheist can do the job just fine (though will cost more). *'''Blood Knights:''' There are a lot things to remember about the Blood Knights. They are as expensive as a Baneblade to purchase both in-game and in real life at 50 points a model and $99 for five (coincidentally, they also have a similar effect on enemy tactics, you should also convert them instead of buying them to save money) and they are one of the top heavy cavalry units in Warhammer Fantasy. So here's what we're looking at; Heavy Armor, Barding, Shield, Lance. They have Frenzy and Martial Honour (must always issue and accept challenges with the Kastellan (15 point unit champion that may take up to 25 points of magic weapons [stick with lance]), otherwise a generic Blood Knight will answer any challenge although as usual you can't issue one without said champion, unless a equal/higher LD character is in the unit) and are Vampiric. They can take The Flag of Blood Keep as an upgrade instead of another magic standard for 75 points, which grants them a 4+ Ward Save against Ranged Attacks. That Ward Save comes into effect once something gets through their 2+ Armor Save, namely war machines. They come in at WS5, S5, T4, W1, I5, A2, and LD 7 overall. You can take them in Units of 4 or more. They are a fantastically lethal addition to an army of any size, and It's a good idea to keep a loaded-up Barded Vampire/Vampire Lord within the Unit, to help them keep their minds focused and overcome the Frenzy urge to go fuck something despite being in the line of sights of a warmachine or something similarly undesirable, and Taking a 4-man unit with Banner of Eternal Flame makes them fantastic monster hunters who will reliably take down even Hydras, Sphinxes, and Hellpit Abominations on the charge. However, don't forget that they have a big weakness - due to being Vampiric, they receive only one wound back per cast of Invocation of Nehek, which, combined with their cost and sometimes harmful Frenzy, makes them inferior to Black Knights in the eyes of many players. *'''Black Coach:''' A 195 point Chariot. Has one crew member, a Cairn Wraith (with Chill Grasp and a Great Weapon) and two Nightmares as drivers. Causes Terror, counts as Vampiric so there's no fear of Crumble, has a 4+ Ward Save on top of the 3+ Armor Save. It has 5 Strength when trying to figure out Impact Hits (D6 bonus Attacks that automatically Hit and count as Shooting Attacks in causing damage but give you Combat Resolution like Close Combat Attacks, but you only get them on the Charge). The real fun part though, is the special ability "Evocation of Death", which combines fantastically if you have a lot of wizards (both with or against you), giving you (very quickly) +1 to the Impact Hits on the Charge then gaining +1 Strength to the Wraith and the Nightmares, then gaining Killing Blow and Flaming Attacks for it's Impact Hits and regular Close Combat attacks, then gaining Magic Resistance (2) and Strider (no Dangerous Terrain tests need to be taken), then becoming Ethereal, and finally gaining Fly at 6 points. For just 195 points and a little patience, you can get one of the most amazing fucking models crunch-wise in the entire game. *'''Terrorgheists:''' A 225 point Monster (so you get Thunderstomp) with M6, WS3, S5, T6, 6 Wounds, 3I, four Attacks, and a Leadership of 4 (it's not Vampiric so the death of the General may cause it to crumble, which at that point level can be painful). It has Fly, is a Large Target, causes Terror, has Regeneration (6+), and has a special ability called "Death Shriek" which counts as a Shooting Attack that you get to make regardless of your previous actions that turn. Death Shriek has an 8" range that requires Line of Sight (oddly enough) and can target something regardless of if you or it are in Close Combat. You roll 2d6 and add the Wounds the Terrorgheist has, and for each point that the result exceeds the target Unit's Leadership they suffer 1 Wound with no Armor Save and it counts as a Magical Attack, which isn't that great against LD high armies, a Strigoi Ghoul King can help somewhat, but that makes it a cannonball magnet. It can also be upgraded for 10 points to be Infested (ew!) with bats (wut?) that, upon death, cause 3D6 Strength 2 hits to anything in base contact with the Terrorgheist. It can also take Rancid Maw for 15 points which grant it Poisoned Attacks (not for it's Thunderstomp though). Its main weakness however is that it is fairly flimsy, especially if your opponent has Flaming Attacks or brought some nasty ranged options, this combined with their relative vulnerability in Close Combat and their huge base size means they are tricky to actually move about. Not everyone likes them, but they remain one of the best choices (tied with the Black Coach) available to Vampire Counts owing to the fact that it is the army's most flexible option. It's ready for battle from the beginning unlike the Coach, allowing you to go on the offensive in a prompt manner. *'''Mortis Engine:''' 220 points Chariot with an Armour Save of 5+ on top of it's 5 Toughness and 5 Wounds, but this isn't a Black Coach that you want to run your enemy down with. It's purely a support unit. It's offensive abilities are abysmal (unless you charge it into a flank) despite it getting a lot of little bird peck attacks, but it has decent survivability. Here's where you factor in it's abilities. The Reliquary ability gives your undead a nice regeneration boost to make them live longer/tarpit better and can hit a good amount of enemy units at decently high strength, making it one of the few good ranged units available to you, and with the amount of wounds it has you don't even need to worry about taking a hit from doubles, and even if it does get a little hurt, you can just heal it up yourself. You can/should also upgrade it with Blasphemous Tome for 20 points, which lets all Wizards within 12" of the Mortis Engine have +2 to casting attempts from the Lore of Vampires, and if anything within 12" of the Mortis Engine miscasts (both friend and foe) then the player rolls twice on the miscast table and his opponent chooses which result applies. Both of these mean you want it in the <strike>back</strike> front, supporting everything else making enemy wizards nervous about 4/5/6 dicing anything, and drawing lots of fire away from your actual nastiest units. That said this thing is a magic and artillery MAGNET LIKE NO OTHER. It looks awesome, the crunch seems awesome, then you put it on the field and a Dwarf with a flaming cannonball blows it to hell before it can move. If you want to use it effectively, you NEED some distraction units, either war machine hunters or faster melee units to take the artillery off of you, or you actually want it to get shot so that your hammers don't get shot by those same cannons. *'''Cairn Wraith:''' The expensive, damage-dealing alternative to the spirit hosts. Must be fielded in units of 3 minimum, 10 maximum. The unit Champion is actually a Tomb Banshee. 50 points per model, 25 to upgrade to the Banshee. Exact same stats and abilities as their character equivalents. All in all you are getting a bulk discount by taking them in the Rare section, as well as saving points for more Vampires, Necros, or Wights in the Hero slot. What's not to love? They will still die to ranked infantry as they're Undead but, unlike the Spirit Hosts who function as a sacrificial tarpit/ball and chain for a Monster, these guys function as killers as well for 105 more points. 9+ attacks (Always Strikes Last, remember) at S5 or 3+ attacks that ignore armor will put the hurt in whatever they strike. That being said, they DO take Rare choice points and unlike the Spirit Hosts you can't afford to just let them get killed by a magic missile and forget about it. It's usually better to pin enemies with Spirit Hosts and then flank later with another unit so, in essence, the Cairn Wraiths are to the Spirit Hosts as the Varghulfs are to the Vargheists. If you really get in good, you can take advantage of the fact these little Ethereal buggers can go straight through terrain to stay in Charge distance of the enemy while staying safe from being Charged, which can tie up a lot of troops by forcing the enemy to either continue facing them or just bite the bullet and say goodbye to everyone on the side or back of the Unit.
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