More generally, speaking accross subfactions, the undead in
AoS are recognizeably warhammer undead, in that they are tricksy, hordey, meleeish, and magicky; slow on paper but surprisingly quick on the field (with some very fast units like dire wolves or crypt flayers and tricksy deployment options from outflanking ghoul formations to legion of nagash gravesite deployment fo get even slow units in the enemy's face quickly).
Individually most undead units are rather frail, reliant on recursion for durability and buffs for offense; and we're highly vulnerable to hero sniping as most of our units aren't tough or killy enough to want to fight on their own, and those that are generally aren't points efficient enough to make up the backbone of your force (with some exceptions, including flayer based flesh eater lists). While there are no rules for "fear" or "terror" in
AoS, that psychology aspect still comes accross in various bravery penalties, battleshovk penalties, and attacks like banshee or terrorgheist screams that target bravery. In contrast out bravery is quite high, but if left unsupported our frail
horde units can end up suffering fozens of casualties at once, and crumble to battleshock losses before they have a chance to restore wounds.
In general, we're fantastic against melee opponents who have to brute force their way through our hordes, but can struggle against shootier enemies that can snipe out heroes. However, even in melee we can struggle against particularly well armored foes, as our rend is generally low across the board.
We're also very vulnerable to double turns, because that means waiting that much longer to replenish losses. The dead prefer the order and structure of their rigid routines, and to not appreciate the wild, unpredictable surges of the living. If you have the opportunity for a double turn yourself, you should consider passing on it, just to prevent your opponent from getting a double turn in the future.
The tricksy/combo/magick bit is very important, and you'll want to familiarize yourself with buffing, debuffing, healing, and alternate deployment options of whatever subfaction you choose, whether these take the form of spells, command abilities, command traits, allegiance abilities, unit abilities, or formation abilities. This stuff is scattered /all over/ our rules, so be ready to do a deep dive into whatever faction you choose.
Some particularly strong choices to look at:
Flesh Eaters:
- Ghoul Kings (all of them, though gheist rider is my fave)
- Terrorgheist. Its just a strong, versatile monster.
- Crypt ghouls, and their courtier, and the formation that lets them outflank. These are your buffable, recursive backbone hordey unit. A bit overpriced, but not at all bad
- Crypt flayers, the courtier that makes them battleline. Strong, tough, fast, and killy elites. Can pierce armor pretty well. With the formation that buffs them, they can be the backbone of one of relatively few somewhat functional undead elite armies
- Varghulf, a good, strong, multipurpose courtier.
Unfortunately horrors aren't too great right now, mostly due to a lack of rend. Anything they can chew through, regular ghouls could chew through just as easily, while having a lot more bodies to claim objectives with. The two main competitive flesh eater builds before 2e were outflanking ghoul hordes and flayer based flying circuses, both supported by ghoul kings, terrorgheists, and/or ghoul kings on terrorgheists. Ghoul kings get a lot better in 2e, each essentially bringing a free bonus unit with them, plus they have more spellcasting options, and more generic command abilities for when they've already summoned their freebie unit.
Legions of Nagash (more my thing so longer descriptions)
- Nagash. practically an army unto himself. Take him in his 'first cohort' formation and a very competitive but also very lopsided list basically writes itself. New endless spells will do a lot for him, especially the spellportal. If you take Nagash, he is your army, which can lead to very lopsided games, so I don't recommend using him all the time in casual games.
- Vampire Lord on Zombie Dragon. Whether generic or special character version, this is the toughest, killiest undead hero apart from nagash, with a good command ability, healing, and decent spellcasting to boot. In particular, they're a good bit tougher than the mortarchs. Probably the best default general out of any undead faction.
- Terrorgheist. Due to some slightly different wording, it's arguably even better that the ghoul version
- Vamp lord, winged or on horse. Great buffing, command ability, healing, mobility, access to the vamp spell lore, just a solid hero option, if a bit pricey & vulnerable.
- Necromancers. The LoN necromancer spell lore is amazing. So is their signature spell. Plus they have a healing ability, and their ability to shift wounds to nearby units makes them slightly tougher to snipe than most heroes, but be warned, it doesn't work for mortal wounds
- Morghasts. Pricey, but very killy, the legions' best elite hammers. Grand host especially loves archai, while legion of night especially loves harbingers.
- Skeleton warriors. Amazingly potent offensive hordes when taken in max units of 40 with spears. Be warned, one unit of 40 will get focus fired to death, but 2 units of 40 is more than many armies can handle, and is the typical default LoN backbone. Terrifying enough on their own, but with tons of buffing potential as well.
- Dire wolves. Tougher, less killy, much faster skeletons, a strong alternative battleline option that works equally well as msu distractions or max size hordes.
- Blood knights. legion of blood only, arguably better than morghasts for them. Arguably.
Those are pretty much the staple units for legion of nagash, apart from some ghostly stuff described below. Several other units are decent, but generally just a bit outclassed by those. Eg grave guard/zombies are slightly less efficient/effective than skeleton warriors at mostly the same role, ditto vargheists compared to archai in grand host, or harbingers in legion of night, or blood knights in legion of blood. Wight kings are alright support for skittles, but vamp lords offer the same buff, and are a bit tougher, and have some good spellcasting options, for not that many more points.
Even with a semi-consistent staple, there's still a lot of variety in how LoN plays between the different legions, slow skelly hordes vs fast wolf rush vs tricksy inbetween gravesite summoning vs outflanking legion of night lists. Mastery of LoN depends heavily on understanding our magic, and in careful positioning & use of gravesites.
2e makes the endless legions command ability, shared by all four legions, free, allowing you to bring back entire symminable ynits, potentially max units of skeletons, hexwraiths, spirit hosts, dire wolves, or chainrasps back multiple times per game, so long as you jeep control of your gravesites. So far, it looks to be the most broken ability in 2e, and might get nerfed going foreward.
Nighthaunt (speculative since we don't know all the units or any of the allegiance rules. Asterix means LoN can take them as normal units in their army, non asterix units can still be taken by LoN as allies.
- Knight of shrouds on foot. A buff to hit, amazing synergy with spirit hosts, hexwtaiths, anything else that gets spectral grasp
- Knight of shrouds on steed*. Attack buff instead, good for chainrasps, any hard hitting elite unit nighthaunt might get.
- Spirit guardian* Great buff, decent spell support.
- Spirit torment*. Decent buff.
- Chainrasps* the nighthaunt hoardey battleline, cheap as skittles and arguably even better. Tougher certainly thanks to unmodified 5+ armor, not as dependant on huge numbers eith two attacks by default, faster, fly. Way fewer attacks than max skelly blobs, though, especially when you consider reach. Still very good. Summonable.
- Spirit hosts* tough, can deal mortal wou ds on 6+ to hit. Huge synergy with KoS on foot. Battleline for pure nighthaunt armies. A good elite choice, but super vulnerable to hit debuffs. Summonable, but 3 woinds per model makes them hard to heal.
- Hexwraiths* spirit hosts that trade some attacks and wounds for greater speed. Also summonable, also battleline for pure nighthaunt. The flyover attack is a pointless gimmick, but spectral touch is still great.
- Banshee* cheap hero with a scream attack.
- Mourngul. A bit nerfed from its hight of power, but still a strong monster with a useful debuff aura.
I'm not too impressed with the executioner or the wraithy elite infantry from the starter box at the moment, but we don't have full allegiance rules yet, and several whole units haven't been seen.
So far super efficient rasp hordes taking advantage of offensive hero buffs, plus spirit hosts or hexwraiths using non-mounted knights of shrouds to deal mortal wounds on 5s to hit look like a potentially solid foundation. Again though, several units and characters remain unseen, along with the allegiance rules and half a dozen formations, so yet unexpected competitive builds are likely. Pay especial attention to any unit recursion and alternate deployment rules that might appear.
Most of those units can be integrated into LoN armies as well. Chainrasps in particular offer a serious alternative to skeletons and wolves as battleline hordes, and benefit just as well from vampires and necromancers, which will generally be superior to Nighthaunt buffing heroes in LoN lists due to access to the spell lores. Spirit hosts are a decent alternative to morghasts for cracking armor. The knight of shrouds on foot, while not a shared LoN unit, is easy to fit into ally points to help enhance their killing potential, and they're valid targets for vanhel's as well. Just remember that they're super vulnerable to hit penalties, which is a common debuff in
AoS.