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===[[Vampire Counts]]=== The best tarpit army in Warhammer Fantasy. Capable of using magic buffs to make their tarpits decent and killy, and even more than that. Oh, and they can raise them back to full strength by spamming cheap spells, in some games doubling the number of models on the field by the time they reach Close Combat. They can create new units entirely with higher level spells as well. But if the army General dies, models begin to suffer Crumble and the tarpits usually have low Leadership, meaning they're the first to go unless they have a character with them to keep them moving; after that, a character may attempt to take over as the General and save the army. All VC models are Undead and thus cause Fear. This is a VERY good thing for them. *Zombies - Almost the cheapest models in the game at 3 points each (Skavenslaves are cheaper, 2pts each). So weak that it's damn near impossible for them to kill most things, even other tarpits. They actually come with an ability amplifying the number of models raised with magic. *Skeleton Warriors - Cost more points at five a pop and a bit harder to raise, but are more survivable and a pinch more killy. Can be outfitted with spears instead of their shield and hand weapon, but since it doesn't particularly make them much better and they lose the Parry bonus from their shields it's generally not worth considering. Only Necromancers can increase the number of Skeleton Warriors above what you start with, and even then only ONE Necromancer in your army can with a point upgrade. They can also take a magic flag, and there's a nifty one in their price range that makes enemies far more likely to run screaming from them. *Crypt Ghouls - The "liveliest" of the core options. While they fulfill the same role as a tarpit, they're the most killy option. While they lose out on the shield and light armor of the Skeleton Warriors, they do come with an extra point of Toughness. They have double the attacks, and any roll of 6 causes an automatic Wound because they have Poisoned Attacks. Sadly, they come at 10 points a pop and in addition they cannot summon more into the game by healing them, only restore casualties. They can tie up enemies in combat and deal fuckhuge amounts of damage on par with the Special options of many other armies. *Dire Wolves - The "cavalry" equivalent to the Skeleton Warriors. They are a bit more killy, especially on the Charge. Most players use them as redirectors for their tarpit horde, or as a block of warmachine hunters. They aren't bad when going after a juicy flank stake either (*double rimshot). They're not great as a tarpit horde however, because they cost 8 points each. Only Vampires can summon them beyond their starting value with a point upgrade. *Spirit Hosts - A swarm of three ghosts. Ghosts can only be hit by Magic Attacks, or crumble from Combat Resolution but you can take them in units up to a maximum of ten swarms of three. It's very possible to get them to haunt the face of a monster and literally tie it up the ENTIRE game, doing mosquito bite attacks until they manage to kill it. As such, these are the god mode redirectors and oftentimes tarpits of the game. *Grave Guard - The special category version of Skeleton Warriors. Much better at dealing damage, and more durable as well. While they usually serve in the former role a large unit being healed can tie up enemies for a whole game while whittling them down. *Black Knights - Grave Guard in cavalry form. Expensive for points, and thus outside large point games are unlikely to see action as a tarpit. But they CAN be used as a redirector, switching to the hammer role once the horde gets into Close Combat. *Crypt Horrors - The special version of Ghouls. They come with Regeneration 5+ allowing them to survive Wounding attacks unscathed. This can be further bumped up with a Mortis Engine on hand improving their Regeneration score. If you want to spend the points on them and keep them healed, these can be almost the Phoenix Guard of this army. *Bat Swarm - Technically the use of the Bat Swarm is to go into the flank of the enemy, granting them Always Strikes Last which can greatly improve a tarpit of Ghouls and Horrors by allowing to get their shots in before taking any. But until they move forward in that role, they're usually found on the side of a unit serving as a redirector.
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