Welcome to Librarium Online!
This is the start of a new series, that will hopefully bring new ideas and tactics to the forums. Each week, a new topic will be posted up about a different unit in the army book. This gives you your chance to discuss the unit to its fullest. So, please leave your comment!
This week's topic is - Zombie horde.
How do you use them? Any unit upgrades? Any tactics? Are they useful at all?
- Cheap Point Value
- Easy to Raise/Create
- Versitile (March Blocking, Screening, Flank Protection, Wipe out fleeing units)
- Immune to Psychology
- Can be increased beyond there starting size
- Shambling Horde is better than not being able to flee or pursue at all.
- Cant be joined by characters
- Poor movement unless close to a vampire
- Worst stats imaginable
- No Saves
- Can kill your better units through CR
Zombies are a great addition to the VC army, they can be used to control the match through positioning. Zombies bring alot of utility to the army and as long as you keep them out of combat, or at least out of combats where your expensive units can get hurt through CR.
I prefer to raise my zombies in-game rather than bring them directly to the fight. Commands are quite useless.
Zombies aren't anvil regiments. If you send something into the flank of an enemy fighting zombies, they'll vaporize the unit through CR. However, they do make great tarpits if you can consistently cast IoN on them, and/or boost their stats.
My usual method for utilizing Zombie models is to use them in conjunction with Dice-Caddy vamps. A Lvl1 with the Master of Black Arts upgrade gives you more PD than a L2 Vampire. If he doesn't get IoN, I swap the spell for Raise Dead. His primary mission is to keep his bodyguard regiment at full strength through IoN, while carrying magic weapons for combat, or essential magic items. This takes pressure off my Lord, who can use IoN to raise above starting.
If the Dice-Caddy has no reason to use his IoN, he raises a regiment of zombies. If there's already a regiment of zombies, he tosses out 3 IoN attempts, which could yield up to 30 fresh corpses.
Many people argue that zombies can't take a charge and effectively stop it. Not true. I held up an attack from an entire Daemons army by using a single regiment of zombies that I had actually purchased in my armylist. 20 of them, deployed single-file across the front of my army, with Skeletons on the flanks behind, packed close enough that flying-models couldn't land anywhere within my lines, and backed up against the board-edge so he couldn't get behind them. I put Crown of Command on my Zombies, and then gave them ASF with Corpse Carts. That allowed them to drag down atleast 1 or 2 daemons. The entire game, I had been focusing on raising zombies, so that by the time the enemy hit, there were nearly 100, 20 across and 5 ranks deep. My lord immediately began to raise skeleton regiments beyond their initial sizes. The zombies crumbled, but only slowly, thanks to those same Dice-Caddy vampires that I mentioned earlier. I actually managed to have them crumble entirely in my opponent's turn 6, leaving his army stuck sitting in front of mine, with no time to react. I quickly charged in with massed ranks of skeletons (units of 50+), graveguard, and knights, and took down key enemy regiments. The final score? 80 to 1465, my favor.
They could also be effectively used to keep you hating or frenzied unit from running off the table. With a hero in the unit or close by you could raise a unit of zombies just behind the enemy for when you are forced to over run. Better yet, with unit strength of five or more, they make a good trap for fleeing units to run into, especially when you rolled one die to raise them and the enemy spent 300pts+ on the unit that just ate it big time.
I personaly Summen my zombies mostly to cover my troops march from long range weapon fire. my most entertaining game with zombies though was them tying up some yetties for the entire game while my grave guard and vampire lord beat the hell out of irongut's.
SO my vote is summon for screening and blocking. Basically that is all I have used them for. Looks at his shelf of 100 zombies but they are sure fun to build.
with the new rules I was wondering if people have considered or tried running massive units of zombies.
under the new rules models get to strike back regardless of if they r killed or not (which zombies always r) and fight in 2 ranks or 2.5 if they are 10 wide!!!
so has anyone tried to run a unit of 50 zombies? Honestly I've never won a single combat with zombies no matter how big my units r, but with these new rules there is just that chance! only 200 points for a 50 zombie unit that will take forever to die. y not?????!!!
charge into combat with my good stuff and cast raise dead or undead horde behind the unit i just charged in a single file line so that when they (hopefully) run away, they aint coming back either.
Ive not really used them in any other role as everytime i payed for them in my list, they turned out to be a waste of points
as cheap as it may sound, the 80pt unit of twenty is a cheap way to make up a core choice, even if they do nothing. typically i will bring one unit if not to tie an enemy unit up, but just to make people wonder what the hell i plan on doing with them after they march across the board. lol
I find 25 with a musician is good. They are so underated that people will charge things in that they probably shouldn't.
Another interesting note is that, well at the moment you could charge and if the enemy unit isn't immune to fear they could easily flee.
Most importantly they are good enough, just about, to take things on in the flank and win easily, for 104 points, 25 men in someones flank is awesome. (I've definately got the points back out of my zombies this way, sometimes up to 5 times more than they are worth).
With the major overhaul to fear and number of models that can fight, zombies will no long be useable as a combat backbone unit to tarpit. Your opponent will be able to kill of a whole bunch with that additional rank. Creating new units to redirect charges or block line of sight is still a strong asset they bring to the table.\
No banner might mean to capturing objectives or table quarters.