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Thread: Starting Undead

  1. #1

    Starting Undead

    Hello fellow Mordheimers,

    I am just getting into the game (only played 2 games before) and would like some help deciding on a starting Undead warband from more experienced players. I picked Undead simply for their cool look and the idea behind the warband.

    I have read some of the articles online about the strengths and weaknesses about the faction, so am not totally clueless.

    The guys I will be campaigning with have a house rule which allows a spell caster to pick their starting spell (rather than roll for it), which is the biggest reason for me asking for assistance. If I'd rolled Reanimate or Call of Vanhel, I think Zombie horde is a given. If you could pick your spell for a campaign game, which would it be?

    I have never been a fan of the Dire Wolf models and have read they are good in starting warbands, but lose power from then on, so neither of the lists include them. For a none zombie related spell, I considered the following list since I love the ghoul models and the ability to gain experience with them:

    Vampire 110
    Sword 10
    Dagger -
    Bow 10
    Light Armour 20

    Necromancer 35
    Sword 10
    Bow 10

    Dreg 25
    Club 3

    Dreg 25
    Club 3

    Dreg 25
    Club 3

    Ghoul 40
    Ghoul 40
    Ghoul 40
    Ghoul 40
    Ghoul 40

    489

    But for a zombie orientated list the following:

    Vampire 110
    Sword 10
    Dagger -
    Bow 10
    Light Armour 20

    Necromancer 35
    Sword 10
    Bow 10

    Dreg 25
    Club 3

    Dreg 25
    Club 3

    Dreg 25
    Club 3

    Zombie 15
    Zombie 15
    Zombie 15
    Zombie 15
    Zombie 15
    Zombie 15
    Zombie 15
    Zombie 15
    Ghoul 40
    Ghoul 40

    489

    In both cases I noticed that it is always better to keep the ghouls in seperate groups so they maximize the chances of being upgraded to heroes.

    Any help would be great.

    Craig

  2. #2

    Re: Starting Undead

    Vampire 110
    Sword 10

    Necromancer 35
    Sword OR Bow 10

    Dreg 25
    2-Hander 15

    Dreg 25
    2-Hander 15

    Dreg 25
    2-Hander 15

    Ghoul 40
    Ghoul 40
    Ghoul 40
    Ghoul 40
    Ghoul 40

    Zombie 15

    500

    I suggest this list because armour is poop, your vamp will likely kill things before getting to the armour save, or it will be fighting something str4 or higher so negated armour.
    Bows are fairly useless too, as you can never get shooting skills, and moving 12" with vamp will be more useful than getting off a weak bow shot.
    Necros are hopeless, I tend to get one zombie to 'protect' the necro and let them use their useless spells (call of varnel) but also cause necros can either pluck away with a bow if they get a useless spell or they can parry for defense if they get a shooty spell. both sword and bow is kinda too much for them cause they suck at fighting really.
    Dregs are useless, but with a ton of ghouls throwing around 2 attacks and staying up with toughness 4, having a bunch of heroes that can deal strength 5 hits to knocked down/stunned folks is useful. maybe giving them all 2handers is a bit much, but they are quite useless anyway, and with 5 ghouls knocking things down, you can pick up some quick xp with 2handers more than you can with anything else than can get.

  3. #3

    Re: Starting Undead

    Oh sorry, and for picking a spell, I would pick Call of Awakening cause it is soooo good and heroes are at their weakest at the start, so most likely to pick one up as an awesome zombie.

  4. #4
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    Re: Starting Undead

    Going mad with zombies seems like a good idea, but their speed and the fact they don't gain experience means that over time they will just slow everyone down and be battered silly by upgraded henchmen and heros. Grab one or two more ghouls and keep 1 or 2 zombies to guard the necromancer whilst he pot shots people from afar.

    My advice on the direwolf is to take one and pair him up with your vampire. The two make a great team and will ensure your vamp survives long enough to get some good upgrades that turn him into even more of a killing machine(wait till he can climb with no penalties, or his M is increased, he gets scary good).
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  5. #5

    Re: Starting Undead

    Hi, thanks for the replies.

    I've heard putting two-handed weapons on Dregs is pretty much a death sentence, so not too sure about that one.

    @Blackcherry. I think I'll take your advice and add a Dire Wolf, it would probably be good to have it charging around with the vampire, at the very least to get her upgraded.

    I'll also do as you both suggest and take a couple of zombies purely as bodyguards to the Necro. He really needs a few upgrades to start being good from the looks of things.

    Ghouls definatly seem to be the way to go though and I'll use more of those than any other henchman, although the idea of a zombie horde is pretty cool.

    I'm still a little unsure which necro spell to take (since I'm allowed to choose). Lifestealer seems like it's too difficult to cast early on and the 6" range is saying "please kill my necro". Death Vision seems terrible somehow, and Reanimate and Call of Vanhel look like they would be better in a mass of walking dead. Spell of Doom is looking like the best to start with, but Spell of Awakening is also pretty tempting for the free henchman. Too...many...choices! :/

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