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===Troops=== *'''Blood Knights:''' '''Battleline'''. Quite possible THE reason you play soulblight, Vampire Cavalry. Now ''these'' guys used to be winning you best cavalry ever awards. They do a lot of damage, ridiculous amounts of it on the charge, 3 attacks with 3's and 3's, -1 rend and D3 damage a piece and they can regenerate lost wounds, now slightly nerfed. They used to bring back 1 slain model every hero phase with the banner but now it's changed to lower the enemy's bravery by 1. They also got a 20 point discount, though it doesn't quite make up for the nerf. They can still be used really effectively however, Necromantic means they inflict a -2 debuff to Bravery while the Ruby Vial, Necromantic and their standard put a -3 debuff to their Bravery. Kill even one model and you can watch half a unit of Chaos Knights run away. That's not to say the other bonuses, re-rolling 1's on to hits when they charge, and gaining movement 12" while being allowed to fucking fly! Do note too that thanks to their shields, if you get these guys in cover they are nearly impossible to remove against anyone without rend, as they get a 2+ save which, combined with Mystic Shield allows them to re-roll failed save rolls. While the Vargheists can do more damage out of the charge (and the same amount on a charge but in a more reliable way), the Blood Knights are harder to kill and have more staying power in general. A mix of the two sound like a pretty nice idea. **The models are horribly overpriced but there are ways around it until GW puts out a new kit for this bad boys. *'''Fell Bats:''' '''SUMMONABLE'''. These are odd. They have surprising staying power with 3 wounds each, but their damage output can generously be described as lacking. However, once an enemy model in their vicinity dies, they double their attacks for the rest of the game, granting 6 attacks to each bat. If you're going to use them then you should keep them near your Blood Knights or Vampire Lord (despite their movement). Once those units kill something then these guys become great. *'''Bat Swarms:''' '''SUMMONABLE'''. They're swarms. Lot of attacks, awful Hit, and Wound rolls. Their flavor heals all wounds if it inflicts a wound, but that's not why you take them. You take them because all enemy units within 12" of them take a -1 penalty To Hit in the shooting phase, which is fucking massive considering they have a 12" flying movement. Keep in mind too that their melee range is 3", in effect meaning that you can put them behind Blood Knights, Fell Bats or Vargheists to inflict further wounds on enemy units while keeping them relatively safe. Have them come up to the side of those units so that hordes can't lap around them (while still letting them heal all the damage they receive) and you'll appreciate them more. *'''Vargheists:''' Like most 4-Wound models, Vargheists have to endure the obligatory comparison with Ogres. And they don't come up short, as they have a 12" Flying movement and -1 Rend on their weapons over Ogres. Unfortunately, unlike basically all Vampires, they can't heal lost wounds and with a 5+ save these guys can go down quickly if put in too deep. A nice tactic for them is to have them hunt artillery or wizards as they can do this easily without being quickly gunned down and torn apart by other combat units (looking at you stormcast) while blood knights and VLoZD take care of meanest enemies. They also look fuckin amazing, which is a great plus.
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