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does anyone really use them?
As part of the army list? Not if I can help it. Via raise dead? Every chance I get.
Hmm I played old vc alot, not so much the new edition though...
and i almost never use zombies, to me they just dont do anything that i cant just use skeletons to do.
I sometimes take some just to fill up a minimum core requirement cheaply. They tend to get left behind to claim a table quarter or occasionaly are used in the good old tarpit style.
2000AD's answer to all "How do VC deal with ..." questions: Forbidden Lore + 2 Power Stones.
Further answers will require more vodka.
I don't really think they are worth spending points on, you might as well spend your points on the better core units. But to raise during the game they are pretty useful. Stick them behind enemy units, so they flee into them and get destroyed. Raise them and dance them into flanks/rear to support troops at the front. Contest table quarters. Add another big block infantry unit to your deployment early on. They can be pretty useful depending on the rest of your army and how you want to play.
When I started VC I couldn't see the point in having a starting Zombie unit. But I found when playing I was often using a unit of Skeletons to tarpit my opponent, and often if the opponent unit was high quality the difference between Skeletons and Zombies didn't matter.
So I now start with a 20 Zombie unit with banner and Musc, and took a list based on this to my last tournament (The Watchmen 2008 ) and they really worked for me.
> Game 1: Held a Black Knigh unit charge, and combined with Wraiths wiped them out.
> Game 2: Held a 9 man Breat Knight unit led by Lord for 3 phases (meaning including turn 1 and turn 4 to turn round they basically did nothing else).
> Game 3: Held a 9 attack Saurus on Carnosaur for long enough that I could deal with other threats.
Although it is tempting to think that raising 20 Zombies is only 3 spells, that will basically be your only real achievement for one magic phase. Instead you can drop a single IoN on them and have a unit that can survive 12 or so wounds when charged.
I don't think I'd bother with more than one Zombie unit at the beginning of the game, as I want most points invested in units that earn me points rather than denying my enemy them. If I need a second unit (To tar pit two units at once) then I can always raise it.
Last edited by N1AK; July 17th, 2008 at 10:02.
I personally don't plan on using Zombies myself. It's more of a fluff choice than anything; in the previous edition of the Vampire counts rules, I remember reading something about Lahmia Vampires liking their skeleton hordes, so therefore I intend using skeletons for my compulsory core choices.
That and I can't really be bothered painting up zombies.
I can see their uses, which may mean I end up relenting one day and building up a reserve force of Zombies for raising. But at the moment I'm content with skellies.
But really, what else are you going to do with your magic in turn 1 or 2? You are likely to have very few casualties, dance will be out of range, maybe a magic missile if you have it. I always find my first turn magic phase ends early because I just have nothing I want to cast.Originally Posted by n1ak
I use them as a tar pit so my blood knights get a flank. That's about it.