WHFB TACTICS:
Undead

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Alex Wiley (scottiv@is.usmo.com)

These stratgy tips are for tournaments with low-point maximums, except the one about Osh Bosh Nagash...

Here's what to do: Have a whole bunch of mummies, put the spell Vanhel's Dense Macabre on them every turn you can (if you'd like to move them far). You can march move them 6" every turn!! They are very strong but slow, this makes up for it. But keep them away from fire!

Also, have a regiment of about 6 wraiths in front of your weak spell casters. If you're using a large-point army, have Nagash with 2 Necromancers behind the wraiths, and that's all (that will usually be enough to kill off an entire Dwarf army, unless they have a lot of cannons and so forth).

I've also found that a couple skull chuckka's can clear the way for your chariot.

And have Krell out on the field so when you raise your skeletons, they also have a leader.

Doug Hodgson (Doug.Hodgson@St.Aquinas.act.edu.au)

One of the best things about the undead army is the spell RAISE SKELETONS. I often have small units of, say, ten skeletons, and within three magic phases they hve turned into massive regiments!! This spell is also useful for topping up units in H-T-H combat.

Ghouls and Zombies are pathetic, the only thing you need in an army are four regiments of skeletons, some carrion, major characters, horsemen and of course chariots.

Brian Oliver (Brian_Oliver@WordPerfect.com)

I have been playing the undead for a couple of weeks and have found a couple of interesting things for Undead Generals to watch out for.

If you create an army where the main regiment is wraiths, you can always kick butt. Wraiths can only be hit by magical weapons and by spells as normal, they are immune to psychology and infict 1d3 wounds. These guys make wonderful troops. I had a lot of fun kicking empire and chaos dwarves around with them while using my Undead General to raise as many skeletons as I could per magic phase.

The Necromancer spell, Hand of Dust, is a seriously dangerous spell for your opponents. You roll d6 and add the necromancer's Strength, the opponent does this also, you then double the necromancer's result. The difference is the number of wounds the opponent takes. With a Vampire Lord I inflicted 10 wounds on the Chaos Dwarf General!

Loads o fun!


Last Updates
28 November 1996Alex Wiley's tactics
reformatted
21 June 1996reorganized
23 April 1996reformatted
12 June 1995Doug Hodgson's comments
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