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===Swift Death=== Your Vampire hammers and primary damage dealers. '''Vampire Knights''' These are simply put, the best standard cavalry in the game. Not as fast as elves, but with 2 HP, res 4, Arm 2+, 2 easy ways to raise wounds, and 2 attacks a base are wild. Also why they're about more than 80 points a model. They are str 5 by default and have a lance so they will destroy anything on the charge. Don't let them get bogged down by monster tar pits, but besides that, they can charge anything to the face and win. The opinion is split on whether these or barrow knights are better cavalry. Barrow knights are easier to raise wounds on, but the vampire knights are better dump trucks. *'''Blood Ties: Brotherhood of the Dragon''' Plate armor and +1 attack on the charge. Take it. Gets you to that sweet 1+ armor save and 3 str 7 AP 4 attacks per base on the charge is too good to pass up. '''Vampire Spawn''' The Flying hammers and the fastest. Flying Vampiric beasts, Res 4 is the only thing keeping them alive, but with their speed, they need to be on the flank and threatening before they get shot out of the sky. '''Varkolak''' The Monster hammer and the tankiest of the bunch. Fortitude 4+ and Vampiric 3+ will keep him going as long as he is in melee. He is also autonomous and very fast, let him get deep into enemy lines and watch them part to avoid him. '''Winged Reapers''' The Exicutionalary hammer units. It comes in small units (max size 4 models) and for good reason. 4 HP a base that Strike about as hard as a Vampire + Lethal Strike, with Res 5 and a 5+ save is their only defenses, but Necromantic aura should sustain them a bit. You will need to spam the H spell on them to keep them up and running. They are your slowest hammer, keep that in mind if you want to use them. '''Shrieking Horror''' Your first of 4 dedicated hammers. 6 hp, 6 Res, and fortitude 6+ it's a relatively fragile monster. It is quick and chilling shriek makes it scary to have one of these looking at you. It can yell in melee or as a short-ranged shooting attack. Str 10 and AP 10, but wounds based on discipline instead of res, but that is usually better. The only downside is the number of hits it inflicts is equal to its remaining HP, so as your opponent guns it down it will be less and less effective.
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