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Hello VC Forum. I'm new to WHFB and to the forum. So...greetings!
My question is when to utilize Raise Dead and how? Do you raise early and use zombies to screen your main units from charges and missile fire? Should i be raising early and invocating them to large numbers? Raise on the flanks to try and route units and/or tie up big units or war machines?
I know this will depend on the army I'm running and on the army I'm up against but I was just curious about the general strategy and implementation of this spell.
Let me be the first to say welcome then! (Unless someone else posts while I'm typing - then I'll just look like a goit).
Raise dead when used in a vc should be used for 4 main things, in my opinion - and there use will dictate when it should be cast.
1. Screen for shooting. The VC army is a slow close combat army - massess of poorly armoured troops shuffling across the board with minimal return shooting. As such we need to protect our more vital units and one of the only ways we have to do this is to screen them with a unit of cheap zombies. These screening units should be raised as soon as possible to provide enough protection.
2. Flanking screen. Similar to the shooting screen, the flanking screen is used to protect the flanks of units from charges, skirmishers et. Not really needed to be raised as soon as the shooting screen - think of them more as a mid-game screen.
3. Redirection. Because we are a realtively slow, generally poor close combat unit we have to get the right combats to do anything. Raising a unit merely as bait and angling it so that when they get destroyed by the charging unit, the charging unit has now opened their flanks for a charge - decreasing their CR and boosting our chances. Raise as needed and place carefully.
4. Replenishment - as needed.
Hope this helps.
Dovie'andi se tovya sagain (It's time to roll the dice)- Mattrim Cauthon
I like to use Raise Dead to put another speed bump in front of faster enemies or as an additional Frenzy stopper for my Blood Knights if the wolves are not doing their job. The raised (or is that reared ) zombies can also make a nice flank charging unit, if you can make enough of them.
The only time you want use zombies on the flank or rear is when you want to remove their rank bonus because all attacks that hit those zombies will count against any other unit of yours if you lose.
its rare that zombies will provide more combat res than gets inflicted against them.
in a best case scenario your zombie unit will provide the following:
Losses -5 (minimum)
If they have been raised they won't have the standard meaning that any non rear attack with less than 20 zombies will actually hurt you unless you take into account negating the opponents rank.
Zombies are best used as tar-pits by themselves to hold up enemy units until something that can destroy the enemy comes along. you cannot use them to rescue a unit already engaged, they will only be a liability.
Last edited by apbevan; July 2nd, 2008 at 09:15.
They may just add the numbers to give you an outnumber bonus though, which means autoflee. And if you cast dance on them, they should survive a little bit longer. Against standard RnF I wouldn't expect to lose 5 from a rear charge... They get 5 attacks, 3 hit, 1.5 wound. Kills don't really count for much on most units, only ohnes specially designed to kill like Swordmasters, that is where you would definitely avoid throwing zombies at them.
I have a better use for them though. When you charge a unit, pop up a small unit of zombies behind them. This means that when you break the unit, they are caught between your two units and automatically count as destroyed, so your charging unit doesn't have to pursue (and risk not catching them) but more importantly can reform and be more ready for next turn.
Other than that, if you find yourself short of numbers at the start of a game and have spare power dice in turn 1 or 2 I guess it may be beneficial to try to build up a unit or two. They will add little besides ranks and numbers, but they also cause fear and could be quite helpful in the right place.
Mainly on the last turn to contest table quarters / objectives.
2000AD's answer to all "How do VC deal with ..." questions: Forbidden Lore + 2 Power Stones.
Further answers will require more vodka.
Well I have been facing O&Gs for a while and the Raise Dead spell is your ultimate fanatic release. Do it early on and away from the units. This way the fanatics are either out or they go through your opponent's units!