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Core

Zombies (BLUE): Though one of the weakest fighting units in the game, youll
never find a cheaper and more reliable tarpit. Considering that zombies cause fear,
are unbreakable, can take cheap standard bearers (for the blood and glory
scenario), are dirt cheap themselves and can be raised beyond their starting size
this is as solid a core choice. Zombies raise so fast that taking units larger than 20
to start with is often overkill, and you get more out of casting Invocation of Nehek
by having multiple zombie units within its range. Zombies act very well as speed
bumps, wizard bunkers, redirector chaff and tarpits (when grown to a decent size).
Usually the only characters you should be putting in this unit are Necromancers, but
Vampires can use Zombies for unexpected shelter or as a safe way to get into
combat in a pinch. Zombies are most reliable in larger units of 50 or more, so they
are best taken in armies with multiple Invocations that can raising them quickly or
in large units that fill out a majority of your core. As Zombies are reliant on
Invocation to maintain their numbers, they do best in armies with strong magic and
multiple Lore of Vampire wizards.
Skeleton Warriors (GREEN): Though they are not as cheap or easy to raise as
Zombies, Skeletons have access to better options. First, skeletons can take full
command. This means Skeletons are ideal for delivering our Vampires into combat,
as their champion can accept or issue challenges to keep our Vampires safe (letting
them cause mayhem in the enemy ranks). Second, Skeletons can take a Magical
Standard which is very useful. The Banner of Swiftness, Banner of Eternal Flame and
Screaming Banner are all popular choices, adding versatility to the unit depending
on its role in your army. Though Skeletons do have better stats than Zombies, and
are equipped with light armor and shields, its debatable which one is the better
tarpit. Skeletons seem to do better as tarpits when not supported with Invocation of
Nehek, while Zombies do better when Invocation is used to grow them faster than
the rate they are being destroyed. Best fielded in units of 30+ models and five wide,
Skeletons are usually taken with hand weapons and shields for the parry save.
Sometimes there are advantages to taking spears though. When used in horde
formation and supported with spells like Van Hel's Danse Macabre or Mindrazor,
Skeletons with spears are deadly. Spears are also a good choice if you have a Mortis
Engine since the parry save doesn't stack with regeneration. In the right hands,
Skeleton Warriors are (BLUE), but they need proper support and a specific style of
play to be used effectively.
Crypt Ghouls (GREEN): Being our only core choice that can fight its way out of a
wet paper bag, Ghouls are a popular choice. They are often deployed 40 strong and
in horde formation to maximize their attacks. You should always take a Ghast since
an extra attack in the front rank is better than another body in the back and it gives
you a champion to protect your Vampires. Since Ghouls have poison and two
attacks each, they can cause a lot of damage against units with low or no armor
saves and they become even deadlier when Van Hel's is cast on them.
Unfortunately, because Ghouls are Strength 3, they are virtually useless against
heavily armored targets. Also, though they are Toughness 4, their lack of a save

makes them very squishy. Ghouls do become much more durable though when
combined with two Mortis Engines to gain a 5+ regeneration save. Regardless,
make sure your Ghouls are within range of Invocation of Nehek to keep them at
fighting strength.
Dire Wolves (BLUE): Though competing with Spirit Hosts and Fell Bats (and to a
lesser degree Zombies) for their role as redirectors, Dire Wolves are an excellent
choice for a number of reasons. Since Dire Wolves are core, they don't compromise
your more preferable special, rare and character choices. With Movement 9 and
Vanguard, Dire Wolves have a mobility our other core choices lack. This gives them
a potential first turn move of 30", allowing them to be in an early redirecting or
flanking position. With their Strength 4 when charging and Swiftstride, they are ideal
for hunting warmachines or flanking and disrupting unarmored units. Dire wolves
are usually taken in multiple packs of 5, with 3 to 4 packs not being uncommon.
Some players field them in larger groups and run them into enemy flanks. Dire
Wolves are famous for the Wolf Dart, where 5 wolves are fielded in a 3 x 2 or a 2x3
formation (depending on enemy base sizes) designed to maximize their attacks on
a single model in the enemy unit (usually a Wizard or BSB). Doom Wolves are rarely
taken since Dire Wolves are often just sacrificed as chaff, but they add some nice
tricks to the unit. Doom Wolves give extra punch to flanking tactics or Wolf Darts
and the hilarity of tying up a Bloodthirster (or other Monsters) with a challenging
Doom Wolf is often worth the points itself.

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