Games of 1,000 to 1,500 points can be pretty fun. In the last Vampire Counts book it was the best excuse to try out some force types that would normally get pasted in games where lords and monstrous creatures were the norm.
Magic: It looks like this force splits the difference. Weak magic in the enemy and you’ll have even odds to good that they will go well for you. A strong magical opponent and less than even odds that the magic phase will be less than happy.
General: An in-the-face-hitter. Win or lose the game on the front line, this is the Blood Dragon way. Unless you know flaming attacks are going to be important consider scraping together five more points and trading in the lance for one of the generic Sword of “Name,” my favorite being the Sword of Might.
Necromancer: Not a fan of them. It really comes down to them only being magic level 1 and useless in close combat. Picking Necromancy Spells is really cool and they can still do scroll caddy work, but there is a question if the points are really worth it.
Wight King: Not seeing any magical gear on him. That Sword of Kings is pretty good. or The Black Axe of Krell if you have a tree to chop down.
Black Knights: My guess is both the General and Wight King are going into this unit. In 1k games this should work for all your bloodletting needs. Just be wary of the potential anvil situation and the flank charge that comes from it.
Crypt Ghouls: I don’t use them anymore. They are not bad as a rank and file until but I am with Bruce over getting an armor save. Where they guys would be more useful than Skeletons is their attacks per point. These guys stand to do well against swarms or other armies lowest option core, i.e. zombies, skaven slaves, etc.
Grave Guard: Like this unit. It can work as a anvil or decent hammer. At 1,000 more than ten men would start to stress the points. If they had a very important roll of some sort that would be a different case.
Skeletons: Twenty bone boys will take the hits and hold people. Also agreeing that fifteen should be able to do it too. The only advantage of having two units of fifteen is you are less likely to land in one of these situations where the unit ended up in a bad place. That’s less likely in 1,000 games. Right now they can provide max ranks and are more open ended to having their ranks summoned back, both of which are excellent.
Magic Standards: Has there been any thought to the Banner of the Barrows?