happygolucky wrote:
So I ned advice what units counter-attack their star units (just so I can get a gist).
With eight potential opponents, its probably better to just focus on your own plan, rather than worrying about enemies star units too much.
Also what is the best core unit they have?
Depends on what you want it to do? Zombies look to be a great tarpit, easily raised and numerous. Ghouls remain the core damage dealers. Wolves are speedy chaff. Skeletons are an odd-ball middle spot that may or may not have a role, but probably need to see more actual play time.
And what has changed from the old VC book?
Lots! Biggest is probably no more magical charge, and a loss of some of the more notorious magic items. New toys and units abound, though so it will be interesting to see where the builds head.
Also what are my strengthes and weakness of the army?
I think most answers at this point are going to be speculative, since there hasn't been much time to play with them. But here's some of that speculation:
Strengths: Access to a lot of interesting chaff units (including ethereals). Raising units back quickly with the signature spell. Access to some beasty combat characters. Terrorgheists
Weaknesses: Crumbling makes it harder to tarpit, since you can't rely on steadfast like other armies. Actual hitting power is restricted *mostly* to specials and elites. Difficult to move quickly outside the general's march bubble.
Caveats- haven't played with or against the new book, so salt heavily!