The terrorgheist seriouly needs to be toned down. Ive played 2 battles against it and it just destroys everything. Every time i got a wound or 2 on it my oponenent would just spam invocation to get it back to 6 wounds so it was always at full strength. He was spamming invocation on 1 dice which i thought ive seen vamp players complaining they cant do anymore. They either need to take a wound off the TG or make its scream 1d6 plus remaing wounds
yeah i know that. Its just when 8th came out all VC players moaned they couldnt 1 dice it anymore due to the not enough power rule. But the guy I played kept rolling 1 dice at invocation with one wizard and never rolled less them a 3. even if he did he had 3 other wizards waiting. I can t risk throwing 1 dispell at it in case i roll a 2 or 1 then thats my dispelling over with.
I do know that he can take a vampire power (and an item as well) that gives a +1 to cast that spell. I haven't played my VC enough to be completely familiar with their rules yet.
Great idea N810. I have begun to really appreciate that item. In larger games I will take two skink priests just to take the dispell scroll and the cube. In a good game, I get to completely shut down 2 magic phases of my opponent.
If your opponent had a Terrorgheist and 4 Vampires, there couldn't have been much more to his Army. If you concentrate on his remaining army, you should be able to destroy units faster than he can heal them up.
He had his vampire lord ,2 cheap vamp casters and a necro all in bunkers. The 3 vamps all had MOTBA so his magic phases were all fantastic . Honestly they are worse then Teclis atleast he is weak in combat
Cant it just be treated like a Hydra? Old Blood with Blade of Realities will make short work of it with a LD4. otherwise lots and lots of posion shots OR Put a BSB on an Ancient Steg with the Banner of Eternal Frame - a couple rounds of 4d6 Flaming / Poision attacks followed by d6+1 S6 Flaming impact hits should take quick care of him. Terrorgheist stat sheet: Terrorgheist M6 WS3 BS0 S5 T6 W6 I3 A4 Ld 4 Special Rules: Death Shriek, Fly, Large Target, Regenerate (6+), Terror, Undead Death Shriek - A Death Shriek is a special attack that can be used against a single unit in the Shooting phase, even if the Terrorgheist has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Terrorgheist is engaged in combat, its Death Shriek may target a unit in base contact. To resolve a Death Shriek, roll 2D6 and add the number of Wounds the Terrorgheist has left. For example, if a Terrorgheist had taken two wounds earlier in the game, its Death Shriek would equal a total score of 2D6+4. For each point by which this score exceeds the target unit's Leadership, the target suffers 1 wound with no armour saves allowed. A Death Shriek is a magical attack and wounds suffered from it are distributed as if from shooting. Upgrades - Infested: When a Terrorgheist with this upgrade is removed as a casualty, all units that were in base contact take 3D6 Strength 2 hits Rancid Maw: Poisoned attacks (does not include Thunderstomp)