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===Infantry=== *'''Zombies:''' Basic, basic. They'll survive against shield walls and spearmen regiments long enough for you to get something to help them, and they cost practically nothing. A horde will do nicely with a bucketload of attacks, but regiments hold their own for a turn or two as well. Try to match them against strong hitters (high amounts of CS) instead of many attacks, since their Def 3+ can't handle anything anyways. ** All three versions (Regiment/Horde/Legion) are pretty good choices. Legion-sized zombies hordes are probably the biggest tarpits in the game and are really nice choices for either Brew of Sharpness (+1 to hit) or Crystal Pendant (exploding). The Regiment also has excellent staying power and make for decent anvils with the high Nerve/Lifeleech and are a really cost-effective way of getting unlocks. *'''Skeleton Warriors:''' Your other basic infantry formation. Better defence and slightly better nerves than zombies of the same size, for a small bump in the cost. In general, if you're looking for regiment/horde-sized tarpits, grab skeletons. If you need something with even more stickiness, zombies are your only option anyhow. Unless you're facing enemies with lots of Crushing Strength/Thunderous Charge 2, in which case zombies are marginally better again due to their slightly reduced price. *'''Skeleton Spearmen:''' Phalanx formation skeletons for you. Slight point bump to cancel out Thunderous Charge, and a few more attacks if you go with the big formations. You'll have to judge your local meta as to whether you need this or not. It should also be noted that Mantic's skeleton boxes only include 8.5 spears per 10 minis, so you might have to get crafty. *'''Skeleton Archers:''' Your only ranged option, aside from the catapult, lightning bolts and maybe your vampire's pet-dragon. Thoroughly average statline when compared to the archers everyone else gets, which actually makes them slightly above average. You can Halt!, shoot without a negative modifier and then have someone cast Surge on them to still move forward. Potentially even charge them into whatever charged at them last turn for an extra wound or two. Just do keep in mind that any wounds they caused while shooting earlier in the turn do not count towards the nerve test at the end of their charge, which makes this slightly less awesome than it could otherwise be. *'''Ghouls:''' Similar to Skeletons but not dead. They are cheap as chips and troops of them are good for chaff, especially as they don't shamble, so you can project them ahead of your main line. You could use horde of them but shambling units have way better nerve. Both Troop and Regiment choices are excellent as chaff. Use them more or less the same but go with the Regiment for a little more points when you need the extra unlock. *'''Revenants:''' The more elite infantry formation. They're a point better in melee and defence than Skeleton Warriors. They can also switch out their shields to gain Crushing Strength (1) at a cost of 1 point of defence. In general you're going to be better served by Skeleton Warriors as the price bump doesn't add a lot, while Mummies are a much better elite infantry unit. *'''Mummies:''' Crushing Strength (2) and Regeneration (5+) on a decent stat line. Your opponent will target these guys mercilessly, but they are hard-hitting and will heal back lost wounds in melee and movement quickly. They do have low nerve, due to their small unit size, but unless they are targeted very heavily this won't be as big a problem as it appears. These guys are what you should use your troop slots on, unless you really need those elite Reavers or plan on Surge *ickery with Wraiths (see below). *'''Soul Reaver Infantry:''' Used to be probably the best infantry in the game, but they've since gotten a lot of competition for that title. Still, they're both brutal as the hammer for your anvil of skellingtons, and very handy in the rear line to finish off units that have tuckered themselves out killing all the zombies. Thanks to their improved Lifeleech and the numbers of attacks they churn out every turn, they can take quite a beating and still keep on handing out returns as well. Their only downside is how incredibly expensive they are. *'''Wraiths:''' This is where you'll achieve the most hideous Surge *ickery. Survive a turn with Def 6+ (keep them Inspired because of that low nerve), fly to the attacker's rear, and surge them in contact. Or just keep them at flanks threatening casters and war machines with 20" charge (even though they can't At the Double). Or whatever nastiness suits you. High manoeuvrability is key, and this is your source for it. The points cost equals the soul of your first born son, though. Which is fitting. I'll take that deal. They can make a truly hideous first line as well. They're tough enough to take on many chaff units. This can force the opponent to commit their main line troops to finish them off. In turn this gives you the ability to get the charge on their hammers. *'''Deathpack:''' (Clash Of Kings 2018) Chaff with no waiver value, and the defense of a wet paper bag, they're cheap as chips, and should annoy the hell out of pretty much everyone. Ghouls that won't get shot and decide to park their bottoms in an inopportune place.
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