VC 8e patch
So, now that the Tomb Kings are roaming the earth again, I thought it was only fair to take a look at their northern cousins and see waht could be done for them. So here is what I came up with.
Zombies - 2 pts/model
-New Rule "Fresh Meat" - At the end of each Close Combat phase, for each unit of zombies, roll a D6 for each casualty that unit caused to an infantry/cavalry/warbeast unit. For each 5+ rolled, add a new zombie to the unit.
For zombies, I compared them to Skavenslaves, the only 2 pt model in the game at this point. Frankly, at 2 points, slaves were still superior to zombies having 1 better WS, S, T, and 3 better I. Although not fear causing, it still wasn't enough, hence the "Fresh Meat" rule, helping the zombies sustain themselves a bit. I didn't want to go for the 1 pt zombie, since I don't think 1 point models should exist.
Skeletons - 4 pts/model
Easy enough, just put them in line with TK skeletons.
Ghouls - no change
For the ghouls, I compared them to Plague Monks of the Skaven. The differences ended up being that the Plague monks had 1 more attack compared to the Poisoned Attacks of the Ghouls. Those balanced out, so the Fear and Unbreakable rules would bump them up over the Monks, so they stayed at 8 pts.
Dire Wolves - 7 pts/model [EDIT]
I compared these guys to skeletons. The Dire Wolves are much faster, have better WS and I, but lack the 5+ armor save and parry save, so in my opinion, that balances out pretty well, so I figured they should be priced the same as skeletons.
Bat Swarms - 12 pts per base
Bat swarms are basically equivalent to 4 zombies but with a higher WS and they are faster. So I figured a flying zombie with better WS was worth only 1 point (really it was the Flying that made the difference) and then multiplied by 4.
Corpse Cart - no change.
Grave Guard - no change
Black Knights - no change
Fell Bats - 10 pts/model [EDIT]
These guys are basically the equivalent of 2 skeletons that can fly and have +1 WS, but have no armor save or parry save, so I think the benefits are cancelled by the lack of saves, so they're priced as 2 skeletons.
Spirit Host - 40 pts per base.
This one was slightly trickier. They are certainly overcosted. Despite the fact that they have more Wound and Attacks than Cairne Wraiths, they aren't quite as useful. So 45 was my base line. They loose a lot of potency one you get a second rank of them and due to skirmishing now, can never disrupt the enemy, so I dropped this to 40 points.
I didn't make any changes to the Rare choices. I almost reduced the Cairne Wraiths down to 45 pts each, but decided against it, they haven't really diminished in usefulness at all in the new edition.
[EDIT for clarity]
Lore of Vampires attribute
Whenever Invocation of Nehek or any Lore of the Vampires spell that raises Undead models (Raise Dead, Wind of Undeath, Summon Undead Horde) is successfully cast, add the casters wizard level to the number of models raised. Units with the Vampire or Ethereal rule only ever regain 1 wound from this bonus.
This rule may seem a little overpowered, but I wanted it to line up with the Tomb Kings power to raise the dead without actually changing the spells around. (Thats what the reserved post below is for.) Due to the fact that the VCs have to dedicate power dice to raising dead, this attribute compensates for that fact by making sucessful casts much more useful.
So, these are the updates I've made with my logic behind them. Please tell me what you think.
Also, note that I didn't cover any Lords/Heroes or magic items. Since the focus of 8e is more on the units and less on the characters, I didn't think it was necessary to touch them to make the VCs playable again. However, I will take a look at them later and post any other changes I think need to be made below.
Last edited by HiveMinder; 05-12-11 at 03:35 PM.