VAMPIRE COUNT BESTIARY

SKELETONS
The skeletons are the basic troopers of every Vampire Count army. They're cheap pointwise, they cause fear and they're able to carry magical standards. They've also got plenty of equipment options, but I prefer them with only hand weapons. Because of their low BS and WS, they wont be able to hit very much, so I think all the fancy weapons are just a waste of points. The armour isn't any good either, I'd rather spend the points on extra models.
The trick with skeleton units is to have the first rank filled with characters to do the fighting while tons of skeletons behind them cause fear and maximum rank bonus. If you feel like it, double the rank bonus with the Banner of Defiance.

ZOMBIES
The zombies are much like the skeletons, but the difference is that they cannot carry magical standards. The zombies are like the skeletons, best when used in very large units with plenty of characters. Unfortunately, I can seldom afford two character boosted regiments, and my first choice is always the skeletons because of their magic standards

GHOULS
The ghouls are the only fast troops you can get for a decent point cost(but very expensive moneywise). I think their best use is to guard my flanks, and later when the skeleton unit is stuck in combat, charge the opponents flanks. Because of their high toughness they're fairly resistant to missile fire so they don't need to be fielded in very large units.

DIRE WOLVES a.k.a. SUICIDE DOGS
Phaa! These wolfies are really good when they get to charge, something they're not very likely to do. The main reason to field them is their high movement, something that usually puts them very close to the enemy. Enemies usually dont like hth elites near their ranged combatants, so mostly all missile fire will be directed at th wolves. With toughness 3, 1 wound and no armour saves, they're twice as dead as any undead can be.

WIGHT GRAVE GUARDS
Quite tough infantry elites, able to win a combat without characters. Its quite sad that the shields are mandatory, for it reduces your movement without even being used if you buy your guards heavy armour and halberd/2handed weapons. Even without heavy armour their movement is low,so being flankers is not an option for them. That often leaves you a choice of wich units to use as your main regiment, but the skeletons are 4 points cheaper and can be summoned during the game too.

WIGHT CAVALRY
Much more effective than the footies, but also a lot more expensive. I always give them all equipment and some nice banner of Shielding or Might and let them be led by my Vampire General. Someone might complain about equipping the wights with all everything, but I feel the lances are mandatory, and the armour will keep'em adead for long enough to charge the enemy. The wights may also be used as flank guards, in which case they dont need as much armour.

VAMPIRE BATS AND BAT SWARMS
They're very like each others, in terms of stats per point, the vampire bats has -1 wound and attack, but +1 toughness, 24 movement and you can have as many as you want (bat swarms too, but at 100pts each, vampire bats are very superior). Based on all this, I find vampire bats best suited for my tactics.
Note: Bat Swarms CAN fly high, or at least the roolzboyz says so.

SPIRIT HOSTS
These guys looks cool, can only be harmed by magic and warpfire.......moves 4 with no ability to Vanhel them and they're avfully expensive. No real way to use them well.

BANSHEES
These evil female grim reapers are one of my favourites in the Vampire Counts army. Once a banshee of mine killed 4 Chaos Knights with a single howl. With their ability to howl without seeing, you can howl straight through your own regiments already engaged in hth.

BLACK COACH
Driving besides a mounted Vampire, it wont be long before this awesome engine of destruction reaches its maximum killing capacity. Nothing can withstand a simultaneous charge from a Vampire and the Black Coach. I usually give the coach the Banner of Sorcery, since there it'll not waste a valuable magic standard slot.


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