@Badfox: Well I don't know if he works wonders in the Ghouls, but the point is that he can shred armor saves with his S7, so it's a discouragement for knights and the like to slam into the Ghouls and make them explode in gush of blood. Regarding your fearfulness about the Ghouls not having any armor... that is where the Mortis Engines come in, you'll be amazed to see how tough Ghouls are with their T4 and 5+ regen, they become a really frightening combat unit.
@Prince Charming: LOL!
@Stuck: You're welcome dude! Well I don't know if it's a "beginners list" per se, but it has a really solid foundation, you still have to know how to play your army though. I would say that patience is your strongest friend with this list. Don't get frightened when you get bombarded with Magic, Shooting and Artillery - undead rise again... or they don't go down at all because of their Regen
Formations:
Crypt Horrors: 5 Wide
Ghouls: 10 Wide
Zombies: 5 Wide
Vargheists: Variable (normally I would deploy them 3 wide because of easier movement and the extra rank bonus)
Note: It's very important to be able to be flexible with your formations, most of the time you'll keep the formations like they were when you put them on the board, but don't get stuck with this or that idea. Be flexible. For instance if the Ghouls cannot avoid facing a very hardhitting enemy that is better than them - reform them 5 wide to prevent casualties and stick around untill your can get reinforcements. A rule of thumb is: Is the enemy unit better at fighting than you? Then go 5 wide. Is the enemy unit weaker at fighting than you? Then go wider than him(
horde if your have the numbers for it).
Tips for the movement phase:
1. Use your SH as redirectors - you want them to hold up stuff like monsters and MC - if you do, it's your lucky day

2. Keep your fighting units within range of your ME's so you'll have the 5+ regen at all times.
3. Try to close in on your enemy as fast as possible so that when he shoots your ME's down he'll get the explosions in his face as well.
4. Use the Zombies as bunkers, I usually run mine behind the line, but a couple on the flanks is fine as well.
5. Try to figure out when to move the unit containing your VL. Units within 12" of him can still march so sometimes you want him to stay put in the beginning of your phase so the units farthest behind can march, then move the VL and the units at the front can also march... if you get my meaning?
6. Be patient with your Vargheists. The reason I have 6 in a single unit is so that they can take a beating from shooting and magic and still be around. This gives them the time they need to set up a juicy charge. Hint: Get the enemy in his flanks. It is almost always a bad idea to charge a unit of Vargs into the front of something UNLESS you are suiciding them into his Wizard bunker and killing his general.
Deployment:
SH ZZZZZ GGGGGGGGGG CHCHCHCHCH ZZZZZ SH
ZZZZZ ME ME ZZZZZ VVV
This is something close to what I usually do if you get a standard scenario. If you have some sort of random deployment scenario like Meeting Engagement or Dawn Attack, try to get as many units as possible within your VL's marching bubble and keep the ME's with the main force. This army is very weak if it gets seperated. Strength in numbers (and regen

). Actually more often than not I have the ME's on the front line as well in the middle.
@Luvadin: Good question regarding the MN(se above for deployment). I usually have him in the front ranks(his bunker on the front line) until the enemy is getting too close for comfort and then I move him back into a bunker behind the line. You really want him in the front rank when facing Lizardmen and Ogres so you can throw that Purple Sun in their faces
