
Putting together one single zombie is easy (2
arms, 2 feet, body, head, black candles, the right incantations)
- putting together a whole undead army is hard work! Knowing
that, Nattl has recently asked me to scribble down my thoughts
about the undead hordes for this very STS issue ... I will first
have a closer look at the different units a vc army offers,
and then go for the 2 ways of squeezing them into one army list.
General overview - Troops
So, at first, let's have a look at the troops
your army could include ... they will be different from the
units any other army may field (well, with the possible exception
of Khemri ...): all of them come with a bunch of special rules
- most of them are unbreakable, every single model causes fear
(or even worse) and they will never fail a panic test. They
have to rely on these special rules - because, simply said,
their stats suck.
So, if you do want to lead a dead hard army from hell, keep
in mind: Undead core units have lower stats than every unit
your opponent is about to field. Plus, they're way more expensive.
So, if using mainly core units, you will fight an enemy, who
fields more - and better - troops than you. That won't work
in most cases.
Fortunately, things get better with elite/rare choices: Black
Knights, Banshees, Fell Bats etc. are finally units that can
be used in Battle! So, when designing an army whose goal should
be to win, you should focus on filling all your special/elite
slots with dead hard stuff.
Leading the way - Undead characters:
Vampire
lord
The mightiest vampires you can get - superhuman
stats, bloodline abilities, magic equipment, maybe mounted on
a nightmare or a zombie dragon? However, a creature thus deadly
has its price - never field one when playing with 2000 points
or below. Always go for the extra magic level!
Vampire count
A moderatly mighty vampire. Very nice stats and
a lvl1 necromancer (or even lvl 2, if you wish). A great choice
to lead Black Knights, don't waste the close combat potential
of this model!
Vampire thrall: Hmm ... if you feel your skeletons could need
a little bit more power, here's your choice. A stylish way to
field more than one vampire, but in my opinion, necromancers
are the better hero choices. Maybe take one as BSB.
Master Necromancers
Wohoo
... prepare for one of the most deadly magicks in the world
of warhammer! Upgrade to lvl 4, maybe take an extra spell and
go for the magic phase! Undead lore comes with spells that -
even in my opionion :) -are way too good. Summoning, moving,
attack first & reroll failed attacks, curse of the years
- you can't be wrong with that kind of magic. Of course, trying
out death lore can be fun too - reduce your enemy's LD by 3,
attack him with lahmian vampires and start shouting at him with
banshees ... nasty ...
But beware: Always keep him out of combat ...
Necromancers
Vampire count armies have to rely on magic, so always have 1
or 2 (or more) necromancers ready). Go for the extra level,
equip them with dispel scrolls/energy stones and some nice unholy
artifacts! Hide them in difficult terrain or units, never let
them walk along the battlefield alone!
Wight Lords
Nice, a Battle Standad Bearer with Death Blow
- ability - If not used as BSB ALWAYS equip him with the sword
of kings ... death blow on a 5+ is too good not to try.
Wraith
Okay, he is Ethereal, causes Terror and carries
a 2-handed scythe but 90 points just seems a way too expensive.
Have to admit, I never used him.
Rotten corpses - Core Units:
Skeletons
For 8 points, you get a model whose stats are worse
than the ones of a goblin. While they are one of the most stylish
troops, I personally think that they're too slow and too expensive.
If you feel the urge of fielding a unit of them, equip them
with whatever you can get, use them to guard your necromancers
on foot and start summoning!
Zombies
Same as for skeletons, maybe even worse. You do "only"
get 3 gobbos for 1 walking corpse that always attacks last.
Field them in strigoi/necrarch armies ... else leave them at
the graveyard. But always have a box or 2 ready for the magic
phase ...
Ghouls
Things are getting better! Toughness 4 and skirmish
rules mean that archers will not be able to kill them too quickly!
Plus, they are "Alive!" and still cause fear! Troops
that may march! Poison! è Always field at least one unit
of them! But - don't attack anything with good armor saves (or
should I say any? :)) ... great way to annoy/threaten light
troops, but don't overestimate them.
Bats
Hm. Flying does sound good, , however, the range is limited
to 10". I have to admit I've never tried them, but I think
that 60 points is just too much - Vampire counts do not need
to field blocking units, they summon them!
Dire Wolves

My favourites! Fast (18" charge range ... who said only
High Elves can do that?) and deadly when attacking troops with
low armour! Head for the flanks, attack light troops and try
to get rid of some of these nasty enemy warmachines!
Tough guys - Special Units:
Wights
In my opinion, the toughest infantry ever. Enemy models
will fear it's "death blow" ability, the unit itself
will never fall back. Toughness 4, maximum armour save of 3+
for a total of 13 points? Definitely a must.
Black Knights
Same as wights, but mounted on nightmares! THE unit to break
almost any enemy! Try using them without barding from time to
time - those extra 2" are a nasty surprise for your enemies...
Fell Bats
Now here comes a great way to deal with enemy
warmachines! A fear-causing, flying 2-wound regiment for 20
points a model - you should field at least one regiment of them
if expecting warmachines. Also a great way to deny march moves!
Spirit
hosts
Can't be wounded without magic weapons - a brilliant
unit, if you don't want to fight a specific regiment right now.
Never underestimate their ability to walk through unpassable
terrain, but watch out for magic weapons (oh and ... don't go
for fights you will lose in the first round due to battle results
...)
Expensive & Specialised - Rare Units:
Banshee
Same
as spirit hosts, but more vulnerable and specialised. Can be
highly effective if combined with death lore spells (-3 LD)
and, maybe, one or two lahmian vampires.
Black Coach
One hit with S7 or above may kill the undead chariot, so: Love
it or leave it. I always try to field a black coach, even at
tourneys with lots of attending dwarves/imperial armies. A chariot
that may move in your magic phase (Danse macabre) is just too
good. Your enemy will concentrate on the coach, until it is
smashed to pieces - if he succeeds, you've bought some extra
time for your cavalry to rush in. If he fails - way to go!
Tactica: The 2 ways of fielding VC armies
In the VC army book, you'll find a tactics article
covering the main issue of undead tactica: Use fear! All you
have to do is to win a combat - the enemy will flee if you outnumber
him.
The tricky thing is, what units should be put in a vc army to
win combats?
The first way to field a vc army is simple: Use
whatever you like, take lots of infantry, some vampires &
necromancers and end up with a stylish - yet slow & hard-to-play
army
While hordes of infantry may look good at pictures
& photographs, they won't win a battle for you. And just
fielding ~4 magic levels will mean you won't dominate any magic
phase. So, if you're looking for an army list to compete in
tourneys ...
Troops
Field fast troops. Infantry is used to block,
not to march around and charge the enemy. Take dire wolves and
ghouls as core choices, black knights/fell bats as elite. Upgrade
your knights with magic banners (hit on 3+, or 5+ save against
missiles), maybe put a vampire/wight lord into the regiments,
and then - attack!
Magic support
Highly essential! Never go to war with less then
10 energy dice (@2000 pts) and some bound spells! Summon new
regiments, make your black knights march across the battlefield,
curse your enemy's main regiment!
Deployment
Here's the problem: To be mobile, you have to
concentrate your troops around your general. But - don't deploy
everything in the middle of the table where any unit of your
enemy can shoot you. I always try to go for one flank and concentrate
all of my hard troops there.
During Battle
Above all, patience is needed - one step at a
time! Commanding an army designed for combat doesn't mean you
have to charge everything in range. Especially when facing supreme
firepower - use cover, approach slowly, reinforce your troops
by summoning - and then, when the right time has come, attack!
Keep on summoning!
Bernhard