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I kept my Zombies and Necro together as wicket keepers, following behind to guard against flanks and to finish off weak enemies till they leveled up.
I like them a ton. I think one of the biggest tricks is to stop using ambush with um. What I'll do is spawn them in the closest spots to the direction I'm going to move. Then amble them to where I want to engage with just "end turn". Thats important, since they will never get the ambush so that if atked they can counter.
While that is going on my ghoul follows, fast enuff that he can use dodge to end turn. The hero's go loot anything in range while waiting, careful not to get sucked into battle.
Once the engagement happens the z's work really well. They stick to anyone that gets into range. With high toughness and decent parry later they can really hold there own, but early on I don't even care if they drop as long as they take the charges and give me numbers. The ghoul/hero's are there to do the damage and cause alone checks. So my zombies want to just mire the bad guys apart from each other, and the hero's will just move to the one that is lonly and kill it. Once the hero's are locked on the spare zombies are ok to go into ambush finaly...they are just there to make sure the alone's arn't broken.
It's a bit rough early on, but by the time they get the extra blue pill it dosn't seem as bad. And the fact they can disengage just makes them so versitile. With the ghouls I'm always so paranoid and careful since if they get caught in bad position it's over. But with the zombies I never give a second thought.
I try and keep in mind which zombies are my favorites (the two with most xp/$ in skills) and play them as the 2nd line to give them a bit more survivablity, letting the newbies charge in first and take big leader/hero hits that might drop um.
The only down side is they don't fare so well vs demons and mutated arm mutants. The are still okish. I'm dropping all my vamps tho, so am a little worried about how that'll play out in the long run.
All in all are they better than ghouls? I wouldn't go that far. Ok, I might...but that might be a play style thing. Ability to disengage and use a shield are both very big +'s in my mind and with necro suport the armor thing goes away in the mid game. A few lvls makes all the difference in the world with them. The biggest thing is that all your other units need to engage at the zombie line. If you try and get your z's to engage at your other units they will always be late to the party.
K:Mordheim + Vanhel's + Vanhel's Mastery Movement 11 Zombies are hilarious.
Zombies aren't so horrible that you can't make it to higher ranks with them without a Necromancer, at least if you avoid brutals and deadlies and take easier deployments, but you won't be looting all that much during that time.
My UD WB is about to get necros; a WB with 2 globardiers and 5 zombies can take arc/tight deadly missions without a single loss. A low lvl necro will risk a loss, you naied it when you said to wait for a good hired sword.
#TeamZombie
On maps with split deployment, bang all the zombies down together and they can tie up several enemies while the rest of your band gets on with the mission. Finally managed to complete a Crush Their Will mission with this tactic.
And as Warlord said, they're worth it for the animations :) desperately want more custimasation options for them now.....
If you get ghouls with high enough movement they can spew traps all over. Zombies are just pure gangster you are not a real gangsta if you only bring ghouls (shorties) with you.