
This
is one of the warbands in the Mordheim setting which draws a
lot of attention because of the eyecatcher and initial combat
monster: the vampire.
Then often they get played and the difficulty
of play often goes way beyond what a lot of people expected/imagined.
First you can buy back a vamp if his predecessor dies, but do
not think it is easy to round up the money. Second, if the vamp
is staked and not returns and you loose your necromancer the
whole warband goes byby
believe me it happens
Undead are a quirky warband:
The only warband who is allowed to buy back their, rather expensive,
leader. The Warband with the least attractive hero, the dreg.
A spellcaster, which half of its spells rely on a non-mandatory
henchmen choice: The necromancer. The only warband that can
disappear in one fell swoop
(It happens).
These are great obstacles and yet the fun things,
which make the undead worth playing. But first lets take a glance
at the characters in the warband
Vampire: A combatmonster
pur sang. Starts with WS4, S4, T4 and to top it of 2 wounds
Do not forget he has M6 and BS4 and not to forget I5
but
more about that later.
Necromancer: A very important spellcaster
in the warband, though rather restricted in his spells, which
is IMHO to specialized in one direction. Later more
Dreg: This is not a bad character
and they fit the fluff, but as far as other warbands considered,
the least attractive hero in the lot. Youngblood stats for hero
prices
Ghoul: In fact the henchman of choice,
was it not for his price. T4 and causes fear
yummy
Dire wolf: A good companion for accompanying
the vampire even has 2 attacks when it charges its full 18".
Zombie: if there ever was canonfudder,
it is this one and then nice abilities to boot
Warband design
Let's see there are a couple of options here. You could go for
the fast movers, the shambling horde, or the living undead warband
1. Fast movers
here you make the most of the M6 of your vampire. The ones that
can follow are the direwolves. Backup then needs to be provided
by your dregs and necro. These then are either filled up with
ghouls or zombies.
What is very important here is how much money you want to spend
on your fast movers. The vamp is mandatory, but a direwolf cost
50 GC a piece.
You give the vamp a sword and mace, the necro a bow, the dregs
some stuff and then you have money left for 5 wolves! (This
makes for 10 members in total.) This could easily spell victory
in the first combat
There is a great chance that your necro will have a useless
spell :-)
Strategy: You try to make use of
the speed of your vamp and dogs, though the surprise will only
work once against a same opponent
I guess
:-)
The downside is a replacement wolf costs 50 GC, which is rather
steep.
2. Shambling horde
This is from the start in the hero department equal, but instead
of direwolves you go for the zombies
so you should be
starting with 15 members.
You can even give the vamp HA and shield; the M-1 is absolutely
of non-interest here
The necro might even have a use for the spell he gets
:-)
Strategy: This one just overwhelms
the opponent by hordes of creatures which almost only can be
knocked down and (if the necromancer has reanimation) keep coming
back if they are killed. Protect your necromancer, as he is
the most important in this type of play. The Vampire can concentrate
on protecting himself and give assistance where needed.
Zombies are cheap and spells (necromancy) are there to bolster
them and make them really fearsome.
Downside is the lack of speed, as the "shamblers"
are restricted to normal move except when charging
3. The living Undead
This warband has only one undead member and that only is there
because he is mandatory: the vampire
:-)
You start again with the 5 heroes, as we know now. Then for
the rest you buy Ghouls. Probably one of the best henchmen around.
He needs (may not even think about it) no equipment has T4 and
2A.
You are able to by 6 ghouls, which bring it with the heroes
on 11 members. You even have the chance to spend on some extra
equipment like a bow for the necromancer, or spears for all
dregs. He! And all move at least 8" when marching.
Downside is the fact that ghouls do cost 40GC
not as expensive as a direwolf, but very close. It also means
a lot of poison is effective. Do not underestimate that fact
just think about weeping blades, or blowpipes
Of course you can mix those things a little, but
then you dilute the strengths of each concept a bit. This might
work, I will give you that but in the long run
Undead and skills
First lets concentrate on the vampire, as he is the one which
can combine al those nice special undead abilities and certain
skills.
· He causes fear, which is very nice if
your opponent has a low Ld-value. You normally can count on
1 in 3 keeping behind standing and shaking in his boots. This
also makes the fearsome skill useless, but who complaints
Immune to psychology, which officially says he cannot get stupid,
or frenzied.
Immune to poison, which is nice as dark venom, poison scorpion
tale attacks and stuff add no bonus. This also means that potion
and drug do not work.
No pain. Treating stunned as Knocked down instead is very very
nice, especially if you give the guy jump up. This means either
take him OOA, or get beaten into a pulp
again
Though obvious combination are clear to the most
people (i.e. resilient and T4 is always nice, as is step aside,
and mighty blow), there are other skills which are very handy
for your main fighter.
If you are in combat your goal is to take out the enemy, so
how is this best accomplished?
You need to hit and wound first, which is not
that big a problem as the vamp is WS4 and S4. But after that
it gets tricky. You have 33% chance to take out a character
16% if he is a dwarf. So to pull this to 50/33%, think about
strike to injure.
Furthermore your vampire has M6, so with scale sheer surfaces
he will be the shreck of all people high up.
A nice one I noticed is the skill leap, as this not only give
you a random distance advance, but also a way to avoid interceptors,
as you are allowed to jump over them. :-)
· Of course if you then even add sprint, you come very
close to that skaven sorcerer with black fury
Now lets get to the dreg, the so-called pitiful excuse of a
hero. Though he has several advantages, firstly he advances
rather quickly, gaining 4 advances within 8 XP. Secondly you
are allowed 3 of them!
If they get killed, it is a bit sad for the earned experience,
but they are cheap to replace. But what skills are handy
Firstof a dreg needs to survive, so with their meager skill
list I think step aside is almost mandatory, then extra skill
will be added fast. From that point on they turn small combat
monster very quickly. Do not forget armour on these guys, though
replacing them gets more expensive then
Finally we get to the Necromancer. A not unimportant
character with rather specialized spells.
The first thing to doe at warband creation is to see what spell
the necromancer will get, as this influences warband creation
a lot in my opinion. I dare say it has the most influence of
all warbands.
If the Necromancer gets a skill advance, most often it is handy
to choose a spell as a lot of spells have low difficulty rolls.
But let's get to the spells and all relevant commentary with
that.
1. Lifestealer (Diff10)
This is actually a great damage spell and it even gives your
caster a nice bonus. Downsides are there too: the high difficulty.
This almost screams for the sorcery skill, a familiar or Mind
Focus. Furthermore it has only a range of 6", which means
every model I know except for a dwarf with a legwound, can charge
you. This is a very unfavorable situation
Better hand
out weapons to the poor dude.
2. Re-animation (Diff5)
I will say that this is the zombie boost spell. Someone take'm
out, you take 'm back. Even from a relative save distance. This
spell has only big use if you have zombies in your warband
(Duh!). This one only woks on that mindless canonfudder. It
can really stress your opponent, or it might bolster his XP-earnings.
Of Course the shambling horde warband is the way to go for max
profit.
The nice bonus of this spell is, that if you do not loose to
many heroes, routetests will be of the past, as all zombies
turn up again
3. Death vision (Diff6)
I started a warband thrice now and every time this was my starting
spell. I rather hating it at the moment. In my experience it
has almost no extra value, cause if they charge your Necro,
do not expect him to put up a great fight. In my opinion this
could have been a special skill for undead Heroes.
About the only advantage (yup there is one) is that it only
needs to be cast once in a battle. That is why my necros always
have a bow and my last also Hunting arrows
4. Spell of Doom (Diff9)
The multiwound killer, doesn't matter how strong, tough, skillful,
or lucky a character is, if Necrodude gets within 12" (very
nice!) and the spell works
The character is toast, either he goes OOA, or models that charged
him take care of the rest
I rather like this one as it
gives the necro distance, difficulty is not overly high and
it can take out everything
5. Call of Vanhell (Diff6)
This is a rather strange spell. The workings are clear, but
the effects are strange in my opinion. Nice tough is that this
one also works on the smelly wolves. Like they need that extra
move, or that Ol' necro can keep up
This also makes it again one of the specialized spells, only
useful if you use zombies/wolves.
But what is the use? If you have several zombies/wolves it does
not make the horde faster. It does not make the model charge
anything extra. If it charges in the call's move, it could do
it on its own too
Although this is a mandatory fluff spell, I at least expect
giving a model an extra attack if the spell succeeds, or make
a full march/charge move. Or at least let you move D3 models
or so
(Now you may guess what my second spell was after
I started with deathvision and no zombies or wolves
)
6. Spell o' Awakening (Diff NA)
A lot of people think this is the spell of the lot, it always
works and can give great benefits. But remember the chance that
a hero dies is about 14%. On the upside is that I once fought
the beastmen and they lost 2 heroes, permanently. I gained 2
zombies with great stats (both of course 2 wounds). On the nice
side is also, that you only need to have the spell, no further
testing etc. Of course if you have re-animation it is a beauty
Now onto a rather important chapter for the undead.
They are always in need of something that has own initiative,
earns experience and will move faster the 4"
Hired swords
In fact up till now there are only 4 Hired swords available
for the undead warband:
1. Ogre Bodyguard
This one comes with a hefty price and hefty upkeep (where is
that returned favour If you need one). But his impressive stats
are worth it. 3 wounds, move 6 and fear causing are just a few.
There is only one important question, do you go for 2 handweapons,
or for a 2-handed weapon. My personal favourite is the latter,
as taking out enemy is more important in my eyes. Though more
attacks should give you more chance on that. But say for yourself,
do you like 3 rolls with 25-33% chance of making an injury roll,
or do you like 2 rolls of 33-40% of making your opponent bleed
(though you tend to hit last in this option, in the beginning).
2. Warlock
Always a good choice. Not to expensive, although some bad rolls
in the spell department and you can end up with a rather useless
figure. Though chances on that are not that big. And with the
arrows, you got a chance on probably one of the best spells
in the game
3. Witch
What can I say, I think she might even be better
as a warlock. Prices are the same. But the "spells"
are inherently better. Mostly because they have more subtle
effects. With special mention to Scry and Age of stone
4. Imperial Assassin
Though a bit more steep in price, this one is
a definite catch. Cost can even go up more if you want to equip
him with other special things. He has some nice special skills,
of which the Hide in shadows must be my favourite. The dwarfs
in my campaign hate it
Though pricey I would suggest giving him a crossbow and using
him as a canon.
S5 hits are nothing to sneeze and there are not many shooters
that can fight too, or was it fighters that can shoot too
.
So I hope this helps starters a bit out, if they
like Undead. But remember this is a bit from my perspective.
And half way the campaign my warband fell to pieces