Author Topic: Vargulf, Vargheists, or hex wraiths  (Read 3487 times)

Hankin

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Vargulf, Vargheists, or hex wraiths
« on: March 16, 2012, 12:26:58 PM »
So working on my list for colonial and I am at a tough spot. 
My list is pretty much, blender ghoul king, lvl4 necro, lvl 2 shadow vamp
2 blocks of ghouls, 1 zombie block, 2x2 bats, 6 crypt horrors, 2 mortis engines and 2 ether swarms.
I have about enough points for any of the above, the trouble is games with the 'gulf have been meh, he can march and doesn't crumble, but ld 5 means easy march blocking.  The hex wraiths are a waste agains demons, wood elves and most skaven and other armies with easy magic attacks.  Plus they need a baby sitter to be effective.  Haven't tried the ghiestgs, but they hit hard, can fly and march, don't crumble.  Just the softest of the bunch, also the cheapest. 
Has any one used any of these or played against them and might have some input. 
The purpose is warmachine/ chaff hunting and some times combo charges.   I am leaning towards the hex or gheists...
Thoughts? 

keithb

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Re: Vargulf, Vargheists, or hex wraiths
« Reply #1 on: March 16, 2012, 12:55:08 PM »
I think you should get a game or two with the geists.   

The only concern for their primary role is frenzy.  50% of the time you won't be able to pick your charge target if you aren't near the general or have a BSB around.

But I think they are safer than a vargulf for warmachine hunting, as one cannonball has 0% chance to take them out completely, (unless you give a flank).

The tradeoff is that they will likely get murdered very quickly against lizardmen/dark elves.

BUT, considering that your list very much lives or dies by your mortis engines making it past turn 3.  I would definately try to have the best warmachine hunters you can,  I suspect it will take a little getting used to the giests.  Likely you will have to decide between a possibly risky turn 2 charge (where you might fail frenzy and get redirected REMEMBER they must overrun) or a likely ensured turn 3 charge on the hill.

Khrimson Death

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Re: Vargulf, Vargheists, or hex wraiths
« Reply #2 on: March 16, 2012, 04:40:20 PM »
i think ld 7 and frenzy is just to much of a liability against any army that has appropriate chaff.  For a unit that is best served on a flank and are 40+ points a pop wit t4 and no save, i just dont see them getting to a warmachine on a reliable basis against a decent general. I have only seen them used once and they got spanked by dryads. I send single bases of spirit hosts or 2 fell bats at em. anything else just gets to pricey for the purpose. just stay in combat at that point

Rhys

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Re: Vargulf, Vargheists, or hex wraiths
« Reply #3 on: March 16, 2012, 05:03:49 PM »
Correct me if I'm wrong but I believe josh decided to upgrade to ghulf/gheist because bats  weren't cutting it vs dwarf WM crews and other chaff hunters.

JakeM

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Re: Vargulf, Vargheists, or hex wraiths
« Reply #4 on: March 16, 2012, 05:29:58 PM »
Hex wraiths. For the following reasons.
They are imune to 90% of warhammer.
They force people to cast magic missiles instead of other more important spells.
They are fast and maneuverable even if they don't march, they still vangaurd.
Flaming, magical, no armour save.

With all of my armys I would be afraid to see them across the table.

Khrimson Death

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Re: Vargulf, Vargheists, or hex wraiths
« Reply #5 on: March 16, 2012, 08:30:32 PM »
yeah, i would give the hex wraiths a shot, against dwarfs the only thing u would have to worry about is runed up cannons and if hey are firing at hex's . . you win already.  expensmive, but dwarfs have no awnsers for them

Typhon000

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Re: Vargulf, Vargheists, or hex wraiths
« Reply #6 on: March 17, 2012, 12:12:50 PM »
I would say the hex wraiths. In the game against you, I literally had to dedicate a whole block to killing them, and it really holds up the enemy's plans. Have you tried out the terrorgheist? If you have the points, he can be really nasty too, and would make an excellent 3rd hammer for your army.

Hankin

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Re: Vargulf, Vargheists, or hex wraiths
« Reply #7 on: March 17, 2012, 12:47:46 PM »
The problem with the terrorgiest is his points, I would need to drop a mortis engine for him. He is sick and his scream can cause some serious hurt to just about anything
 I realized the varg is in the same boat because i added the Tome to my engine.  It has been outstanding for my level 4...

I will be going with the hex wraiths I think.  They are good enough and very reliable.  Plus healing 2-5 wounds of them in 1 invoc is awesome.  I keep forgetting that.
Thanks for the input guys.