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The issue is if they are strong enough for their price point, and I would argue that it depends on how you use them.
Terrogheists are more of an anti-artillery flyer, that can also do a huge charge on the backlines of any unit engaged in Melee.
They, however, and Manticores, are far outshone by the new Dragons, Phoenixes and other big flying monsters that have showed up since their release.
Terrorgheists are anti-large specialists, theyre best used killing other monsters and cav, and their damage output vs a unit of infantry, especially soft squishy infantry is far worse than vargheists(who do something like 12x100 damage where terrorgheist does 1x420.
On the flip side the vargheists bleed models and thus lose DPS, which a terrorgheist does not. TG also recovers hp via regen, and if you aim the breath attack correctly(long range from the flank vs infantry/cav, directly above vs single entities) you can dish out immense amounts of damage, plus use its effects to help break enemy leadership quickly.
Compared to say, Norsca or Chaos with mammoths/fimir and dragon ogres respectively, they don't have the most amazing monsters. I have much better luck just relying on the old death blob + necromancer on a corpse cart + mortis engine while spamming heals combo. The only reason to bring the monsters is so you can siege immediately.
Specially if your own Lord is a Master Necromancer, and all you can aspire to is a Cart mount.
That Terrorgheists are single entities is also useful in that they maintain their full damage output no matter how much damage they take, where Vargheists lose entities and therefore lose offensive power as they fight. Really though, the tactical difference between them in a Vampire army is basically the same. Having one or the other should not affect your game plan at all as long as you are still strong with heroes and magic.
It also depends heavily on your finances.
Have a lot of money for upkeep? Terrorgheists.
Cannot really afford that much in upkeep? Vargheists.
I did manage to get some damage done with the breath attack in a siege, where they could kind of shoot along the top of a wall. That seemed pretty effective. They also disengage from melee on top of wall much better.
I find a flock of vargheists to be more effective artillery killers because you can hold one or two back to hit rescue units in the rear before they can engage your arty killers from behind. Two or three vargheists on an artillery unit will shatter it in a few seconds, then off they go to the next victim- usually I use them to kill the arty first, then go back and hit the wall defenders from behind, or ranged units waiting behind the wall.
It's true their effectiveness falls off eventually, but by then their main job is done and just the fact that they are attacking engaged units from the rear makes them get a lot done in a hurry.
I think maybe the terrorgheists would be more effective paired with a vargheist or two, who can rescue them if they get stuck on the ground.
terrorgheist can however beat vargheist with a similar advantage even when doubling the number of vargheists to make up for cost
so different roles; terrorgheist can fly in an occupy a center of non armor pierce thanks to their high armor and low unit count and they can tear apart monsters/cavalry
Vargheists are damage dealers with mediocre armor pierce, they can move in packs and snipe units - preferably low armored ones.
And ofc with supply lines/ambush/LS terrorgheists have the advantage of bringing more power pr slot
Theres also other factors that need to be considered into a units cost which sometimes just dont matter in 1 v 1/matter very little.
Without magical support, any normal dragon will constantly lose hp and become more and more vulnerable as a game progresses, whereas with its regen, a terrorgheist can keep going strong. Over the course of a really long game your terrorgheist can have the equivalent of ~10k hp.
Normal dragon breath doesnt come with debuffs, terrorgheist breath has additional LD debuffs packed on to make it better for instilling routs. Terrorgheist has poison to even the odds, but 1 v 1 vs a dragon the fire damage actually offsets that edge, giving it significantly more damage output.
When breaths come into play, a terrorgheists lack of missile resist+fire weakness hurt it vs a dragon, while a dragon gets 25% resistance.
On the flip side the dragons inferior armor doesnt really matter when such a duel is all about AP damage.
and just for that they're better
Your other comments are fair-ish, terrorgheists dont have regen tho and while poison is neat its not an efficient way to apply it.
Vargheists
MA: 42,
MD:: 26
Armor 10
Terrorgheists:
MA: 26
MD: 42
Armor 80
Terrorgheists are strong defensively, and are anti-large, and are best against mounted lords, monsters, that sort of thing. They are best used charge cycling, where their low melee attack won't matter so much. Their poison attack and regeneration are a nice force multiplier as well.
That's just me though.