Phew, got more reviewing to do yet!
Common Character/Unit Builds
Blender Vampire Lord
Vampire Lord decked out with offensive gear - Sword of Strife/Ogre Blade/Sword of Bloodshed. Potion of Strength/Other Trickster's Shard. Talisman of 4+/5+ ward. Heavy Armour. Shield/Enchanted Shield/Dragonhelm. RED FURY, QUICKBLOOD. Capital letters for importance. You can also give him Wizard levels if a) points too short for Master Necromancer support or b) fits a theme. Has one main job, jump on a unit and kill it dead. It does this quite well, and as you probably want a Level 4 caster anyway this is the perfect dual-purpose character. Very expensive.
Double-Shriek King
Strigoi Ghoul King with Skabscrath, Curse of the Revenant, Terrorgheist. All other items optional. Supposed way to get an extra Shriek into the army, but at this cost it's very vulnerable to cannons and costs more than two seperate Terrorgheists, which having more wounds and able to target different units, are strictly better at the same job.
Sacrifical Necromancer
Base level 1 Necromancer with the Forbidden Rod. Mortis Engine users like the Seed of Rebirth to try and save the Necromancer. Job is to provide an extra Invocation until Winds of Magic roll low, then the poor sod gets sacrificed to the Rod for the greater good of +d6 Power dice.
Fear-bomb Vampire
Vampire hero with Fear Incarnate and Aura of Dark Majesty. Defensive gear keeps him alive long enough for the power to swing combats - I'd recommend Armour of Silvered Steel/Luckstone/Great Weapon or Heavy Armour/Enchanted Shield/Dawnstone/Magic weapon. Glittering Scales also an option if you want to risk it not working. Always placed in Screaming Banner bearing unit - usually Skeletons.
Balerion mentioned Supernatural Terror probably a better choice than Aura against Ogre/other fear-causing enemies.
Anti-Abomination Knights
A personal favourite of mine, due to Hydra/Abominations around. 4 Blood Knights (i.e. minimum) with the Banner of Eternal Flame. Statistically average rolls kill aforementioned monsters on the charge, before they strike, for similar points cost. Fast enough to get the charge, do the deed, then flank units afterward.



The thing is, I don't think the list works if you do it any other way. There's soooo many points in that one unit (around 1100 points) that there's not enough good support to make "group 1 (the tarpits)" survive fights for long, let alone win them.
Arnizipal