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General tips - remember that your team is slow! So do your best to prevent the enemy getting a run through past your line, otherwise you'll struggle to catch up.
Zombies (and Skellies) are absolutely worthless, so throw them at enemies with little care for their well being, tagging an elf with them is great, as it forces the elf to either try a dodge, or to commit another elf to do a favorable block, both are in your favor.
Two Mummies makes you an absolute powerhouse, no downside, mighty blow from the off. Just dont start running with them!
Onto Wights and Ghouls, these are your main players, I usually value the Wights over the ghouls, since the later lack regen, but they are your speed and ball carriers and with block on ghouls (or dodge on a wight) they can be hard to take down. I usually turtle halfway into the enemy half when carrying the ball before using their mobility to make a breaking play.
Usual team start setup is-
2 Mummies.
2 Wights
2 Ghouls
And whichever henchman you prefer, or do a mix of both for variety and as many rerolls as you can afford.
good luck =)
http://bbtactics.com/
Give one block ghoul sure hands, and then you can start taking side step, on doubles you are a bit stuck, but you sort of have to take guard, stats on ghouls are AMAZING, but taking MA or AG on wights and mummies is pretty meh, and you can even skip +ST on mummies (I don't personally) for block.
Zombies are infinitely better than skeltons, take one skeleton and give him dirty player if you want a slightly faster fouler, but with good positioning and multiple dirty player zombies it's not necessary.
Else you don't really want any skills on your zombies, though an early double for guard is pretty handy.
Otherwise Undead are a pretty classic cage and grind team, though ghouls give you a bit of break away threat, and blodge if your opponent has no tackle, still they are fragile with AV7 and no regen and you have no apo, so you can't be too careless with them. Undead do not 'age' particularly well though. At higher TVs they begin to feel lacking compared to what other rosters can start to put out, but they are still a very solid team, and with a couple stat boosts on the right players can be nightmareish to deal with. They have an issue against hard removal teams if the ghouls/wights go down, becasue the rest of your team is completely immobile.
Zombie: 8 armor with Regeneration for 40tv makes for a great punching bag. Also good at Dirty Player duty.
Wrights: Give them Mighty Blow, Tackle, and Pile On. They're your anti-agility/anti-stunty units.
Mummies: No Normals access and Decay makes them difficult to build up. You'll rarely get, or want, many levels on them due to how easy they are to lose if Regeneration fails you. However, they're the only unit that has more than 4 strength and no nega-trait. Give them Guard on their first level up for some much needed assisting power on your LoS.
Undead, as said, are not very mobile, and intentionally laying down your players just makes it easier for your opponent to gain incremental positional advantages.
Now if you take jump on the player then sure, take PO, but you've still got to be very careful in how you use it because while you maintain your mobility you leave gaps on the opponent turn where your player is down.
Still, tackle/pomb is great at dealing with AV7 blodgers, but it's much less useful than tackle/guard/MB against almost everything else.
Also Mummies don't have decay, those are khemri's TG.
Peasants are probably the 'best' of the lot though, but really any 40k crap lineman is as good as any other once you give them dirty player.
It's odd how I read that bit on mummies too, but yes, they do not have decay, they are the only ST5 player with no nega trait, if you consider decay a nega trait. If you limit those traits to just the ones which affect activation (and take root sort of affects activation, it's like wild animal in that respect, but worse) then Mummies are your 'best' ST5 player.
They also are not really harder to build up than any other blocker positional, but lacking G access makes them very susceptible to the 1/9 blocking failures, so there is a notion that you should recycle them after 16spp if they didn't roll a double.
Whoops. My bad for mixing them up. Doesn't help that the devs gave them the same models. (Still don't know why the Undead have Egyptian style mummies instead of literally anything else.)
My bad again. I was apparently referencing an older version from when Skeletons were still 30k.
I'd definitely consider Decay a nega-trait. Double injury roll pretty much means they're twice as likely to suffer from a perma injury, or even outright death. Mummies (If my sources are right) Cost 120k vs a TG's 100k.
TGs are 20k less and have +1 movement, but don't get Mighty Blow and come with Decay. So they're harder to skill up off the bat and are more likely to fall apart. So imo the Undead mummies are better. (Though you do get 4 TG's vs the 2 Mummies, so there's that I suppose.)
The costs of the rest of the players and rerolls matter in terms of the strength of a team overall.
That said, even if AV7 thick skull is (very slightly) better than AV8 against Claw, it's worse against litterally everything else. In addiction, for that slight advantage to be relevant your opponent should be targeting your skeletons with Claw, and why would he do that?
The only real reason to pick Skeletons over Zombies is the extra MA.