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And the flagellants and spearmen were basically grinding eachother down evenly. The flagellants gained a big lead on the initial charge but after that they quickly lost their advantage, and by the time the spearmen broke both units were at around 20 troops left or so I think?
Flagellants have very low melee defence. That's why they tend to get ripped apart. Perhaps they'd do better with spell buffs?
They are primarily an anti undead unit as they don't flee and are obviously weaker against an army like dwarfs/another empire faction with lots of ranged units.
This, they are fodder infantry that can be used as mini shock cav.
Also, am I right in assuming that they never lose their Frenzy buff thanks to being Unbreakable? The tooltip for Frenzy (not from the green text on the card, but the Frenzy icon at the bottom) says it's deactivated if "Leadership is wavering", but since Unbreakable means that their Leadership doesn't drop at all...
I usually run with spearmen frontlines then once the battle has engaged flank around with my flaggellents. Make sure to take advantage of their charge bonus. Many units in the squad and each of them get that juicy charge bonus. Get that in the rear of a line and whatever is targeted will melt.
In mid to end game you have to configure your army to have the best use of the 20 units. This means you must have a Strong Solid Line to lock down the enemy, and be able to absorbe missle fire. You must have some units for missle and artillery support. You should have a spot for a Hero, best if your lord is magical, you add a melee hero, if he is melee you add a wizard.
And of course you should have some cav to flank and some hard hitting units to send against monsters and flankers.
In the end there is no real room for Flage. as for instance a Two Handed Sword unit is much more effective at dishing out melee.
I personally find them to waste valuable spaces in my army setups.
Also a worthy sacrifice unit to block a vital lane to tie up enemy units while you flank then.