SHARGAZ EFB - FACTION FOCUS: UNDEAD ARMY
Good evening, inhabitants of the underworld! I bring you today a closer look to the undead army. The current version of this faction is leaning more with the classic vision of powerful necromancers raising an army of bony warriors and trying to reach immortality by stealing enough souls from the unlucky inhabitants that fall under their hands. But if you are more inclined for vampires, ghouls, zombies and other creatures of the underworld; do not suffer, as there will be more army lists coming in the future.
The undead army can be considered a mix between a horde force and an elite force. From one side, they ranks are filled with scores of dependable units with a high number of wounds, but a very modest combat and shooting power. From the other side, their excellent command, courage and moral attributes make them extremely reliable (more even than elite armies like elves and dwarfs). This also helps them to mitigate that they cannot march due to the undead rule. They are indeed a relentless wave of bony soldiers advancing against the living!
The core of your list should usually be skeleton warriors. Individually, they are not strong. But a brigade of three skeleton warrior units can be really difficult to defeat. You don't look for winning swiftly in the combats, but grinding the enemy bit by bit until they slowly crumble under the weight of the undead.
The skeleton archers are not the best, but the enemy will usually be very busy dealing with the scores of skeleton warriors they have in front to really bother on them. This plays in their advantage. A couple of units will help the skeleton warriors, adding some useful casualties and forcing some courage tests (with -1 modifier due to fear).
But the undead army also have a few real elite units at its disposal. The wraith warriors and knights can deliver very deadly blows, even to the strongest enemy units. Their terror rule will cause some courage tests when they charge or are charged. Their good penetration will cause wounds fast in the strongest enemy units. And their high number of wounds and saving roll will keep them in the fight for longer than your opponent would like.
The werewolves are your strongest unit in combat, but extremely expensive. Probably you won´t deploy them if you are not playing a game of more than 3000 points. But they can be very useful to dig out units in defensive positions thanks to their high number of attacks. And they don´t have the undead rule, so they can march. I would consider them an excellent solitary unit to threaten the flanks of the enemy. Your opponent will have to chose what to face, the relentes horde in front of them or the rabid werewolves on his flank.
Zombie units are a perfect road block. They have a high number of wounds and good safe with a decent cost, but terrible combar skills. A formidable wall really difficult to pass through. But they are slow (even for undead standards) and they are terrible in combat. I would use them for protecting your rearguard from cheeky light cavalry or fliers.
The undead war machines are cheap and reliable. A good way to deal with enemy units in defended positions meanwhile the main force close the gap. Considering your numerical superiority, it is difficult that the enemy manage to threaten your rearward, but you can always have a unit of archers or zobmies around to protect them.
You also have at your disposal several "live" units: the winged dread, hellhounds and giant bats. They can receive march orders, so they are the most mobile elements of your army, but they are available in limited number.
The winged dread is the closest to a dragon the undead army can have. It doesn´t hit so hard as a dragon, but it is cheaper and still a good combat unit. Do not try to harras the enemy rearguard, you could leave it dangerously exposed. Instead, use it as a cavalry unit on steroids that can make a charge action at 40+d6 cm.
Giant bats and hellhounds are perfect for flanking maneuvers or protecting yourself from the enemy flanking units. You should not commit them into a combat, except if you are sure of winning it, because they have little endurance. But their mere presence will make the opponent be more cautious.
A good undead army won´t be complete without a powerful necromancers. They are between the most powerful wizards in the game, together with elf mages. And its special spell "Rise the death" will ensure that your undead units keep fighting, causing maximum attrition and desperation to the enemy. The liches are a better option for players who want to boost the mele strength of their units at a cheaper cost.
You should not mind losing or wining combats. A good undead general will make sure to only engage in combats where he has clear numerical superiority over the enemy units, ensuring the opponent suffer maximum attrition. You must be patient and stick to the plan, the victory won´t come swiftly. The enemy cannot hide forever. And once they finally start suffering losses, the penalty in moral and courage for having units causing fear around them will do the rest.
The army book currently counts with only two lists: one focused on necromancers; and the other focused on liches.
The host of the great necromancer provides a very classical view of a undead army, with the main emphasis on hordes of skeletons flooding the table, supported with a few special units. The list have access to the great necromancer and its entourage of necromancers. But considering the high cost of them, it is unlikely that you will play more than one or two. It´s low strategy value (+1) will mean that most times you won´t win the initiative roll, but this shouldn´t worry you... keep your steady advance and welcome if the opponent decide to attack. Remember, you don´t intend to win combats, but just be the last (undead) man standing.
The list below presents a typical undead horde, with 12 units and a necromancer. The skeletons makes an impressive mass of units that flood the table. The catapult, together with the archers, presents a second line to support the relentless advance of the main line. The wraith warriors, placed in the center of the line, are the inevitable hammer that will break the enemy. The winged dread, together with the bats, can protect your rearward from the light cavalry and skirmishers of the opponent. In the absence of those, they can threaten the flanks of the enemy army or their rearward units.
On the other hand, the cohort of the Liche Lord gives you access to a big number of elite units. You won´t enjoy such a numerical advantage as with the former and you must protect your elite units. But when they hit the enemy lines, they will cause mayhem. Specially against armies with bad courage and moral attributes. Use the terror in your favor and ruin the opponents plans. It is a fun list to play at high points (4000+ points). At less points, there is no significant difference with the necromancer host, except for the hero choices.
The example below shows an small elite army (for undead standards), dreadful in close combat. The main battle line is comprised of wraith warriors and werewolves. Supported by two units of skeleton archers and one catapult, they must close the gap with the enemy as fast as possible. Meanwhile, the formation of wraith knights are a powerful hammer that can swiftly unleash devastations against the enemy. Together with the winged dread and the hellhounds, they are the more mobile part of the army. Attack there where you can win fast victories and use your mobility to destabilize the enemy. But prevent to get tangled in protracted fights, where your opponents can use their numerical superiority and misile weapons to reduce your units to dust.
So, this is a quick overview on how the undead army works. Its strengths and weaknesses. Now it is time to summon the dark powers and gather your forces. The path to immortality awaits you. Good luck!
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