WHFB - 7th Rock the Dead

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Apocryphus

Ghoul
Aug 30, 2008
124
The Ruins of Dread Mordheim
Zombies
79
After reading over the army book, it's looking to me as if I'm only able to raise zombies back from the dead, but I was told at my hobby shop that skellies are raiseable too. Which is true? It seems that zombies would be the way to go if they're the only infantry units that can be resurrected while engaged in CC, and at 6 points a pop, not bad, though a WS of 1 and an I of 1 is kinda pathetic. Skellies have a better profile, definitely, but zombies get back up. What's a better option and am I misreading or missing something? That and the whole reason I started reading Vamp Counts was the idea of fielding a zombie holocaust. World War Z anyone?
 
The Dark Sheep said:
It certainly does balance it out. With every successful cast of Invocation of Nehek yo can raise either:
1) D6 models in infantry units (skellies, ghouls, GG etc.)
2) D6+4 zombies.
3) 1 cav/vamp model.

4) 1 wound on a ethereal unit

;)
 
Funny thing is...it's actually easier to raise skeletons, ghouls and wolves since Zombies don't get a +1 to IoN casting (unless you have a skull staff of course). They really should have made recently dead rule be +1 to IoN casting on zombies too :D
 
His point was that per dice, you are gonna get more zombies than skeletons. Because at a *minimum* a successful casting will give you 5 zombies.


Personally i play a very heavy magic army and i raise alot of my skeletons on the first turn of the game. (yes i know everyone hates it but i am a big fan of the imagery of a Living raiding force encountering a small band of undead only for rank upon rank of the dead of the world to come piling out of the earth around them when they attack.)

Skellies might not be the best troops in the game, but you can bet your life (on unlife rather) that they will do their job without fail. Unless something big and stompy kills them all in 2 rounds of combat. Their armor save ensures that its not very painfull to heal them, and this is usually were they edge ahead of the zombies later in the game, as the front rank of a zombie unit invariably dies every round of combat. Not that they could do anything if they got to attack ANYWAY.

Zombies are there for stuff that you just don't want to deal with *ever*. All the big stupid things people take around here inevitably end up in an ocean of zombified flesh until i've dealt with the rest of their army. (personal favorite being fateweaver getting stuck into a tar pit of doom for almost a whole game at the local shop.) Rofl
 
Zombies can also be increased over their starting number (if you deploy them...) without any need to pay additional points.

That mean they can lock up for a long time some units
 

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