Vampiric Undead Tactics: Difference between revisions

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(Tried to bring the page up to date with the current edition. Removed references to units, rules, etc. that are no longer part of the faction, added missing units, and updated other information where I could. Pros and Cons section in particular may require some additional thought.)
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|Setting=Age of Fantasy
|Setting=Age of Fantasy
|Games=[[Age of Fantasy]],<br>[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],<br>[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]
|Games=[[Age of Fantasy]],<br>[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],<br>[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]
|Species=Vampires
|Species=Vampires, Drained Humans, various undead monsters
|Version=2.50
|Version=3.2.0
}}
}}
''Note: as v2.50 is in constant development the following might not be accurate.''
== Why Play Vampiric Undead ==
== Why Play Vampiric Undead ==
The Vampiric Undead are the most akin to the Mummified Undead in that their troops are disposable but are practically immune to morale.
The Vampiric Undead are the most akin to the Mummified Undead in that their troops are disposable but are practically immune to morale.
Line 15: Line 13:


* Morale is not an issue
* Morale is not an issue
* Plenty of wizards
* Plenty of Casters


'''Cons:'''
'''Cons:'''


* Troops are very disposable
* Troops are very disposable
* Nonexistent shooting


== Army Special Rules ==
== Army Special Rules ==


* '''Chilling:''' The rule of banshees. Any enemies in combat with this unit take a -1 to hit in melee.
* '''Reap:''' A rule to represent a bat creature's blood-sucking bite or a Skeleton Guard's cursed weapon. Whenever an enemy is rolling Defense against attacks from a weapon with this rule, any 1s they roll results in them taking an additional wound. This capitalizes on a bad turn for your enemies and might even make a bad save into a death blow.
* '''Ethereal:''' The model has Strider and Regeneration, but only against non-spell attacks. The units with this rule tend to need this since they lack real defenses and this can stack with Regeneration if you're worried about spells.
* '''Undead:''' Your units can't fail morale checks. Instead, whenever a unit would fail a morale check, you need to roll a number of dice equal to the model count and/or Tough in a unit (read, the effective amount of wounds the unit could take before dying). and take an unavoidable wound for each 1-3 you roll. This ensures your units will never be taken out of action through getting Shaken or Routed, at the cost of some long-term survivability.
* '''Reap:''' The rule of wraiths. Whenever an enemy is rolling defense against attacks by a model with this rule, any 1s they roll results in them taking an additional hit. This capitalizes on a bad turn for your enemies and might even make a bad save into a death blow.
* '''Undead:''' Your armies are immune to morale checks. Instead, whenever one is made, you need to roll a dice for each model in a unit and take a non-regen wound for each 1 or 2 you roll.
 
== Wizard Spells ==


* '''Vigour (4+):''' A friendly unit within 12" gets +1 to hit. You'll be needing it with all the chaff you have.
== Caster Spells ==
* '''Spectral Wind (4+):''' Enemy unit within 12" gets two AP 2 hits. Honestly, kinda hard to see a use to, as it's only really good for heavy infantry and maybe elites.
{| class="wikitable"
* '''Invocation (5+):''' Friendly unit within 12" gains Regen when they get hit. You will be using this a lot.
!Comment
* '''Deadly Gaze (5+):''' Enemy unit within 12" takes a Deadly 3 AP 4 hit. Since this can't target heroes, its use is limited chiefly to monsters, chariots, and the occasional elite.
|-
* '''Dance of Death (6+):''' Friendly unit within 12" can immediately charge 6" and add +1 to their attack. Another spell you'll be abusing a lot so you can make more out of your mobility.
|Spectral Wind
* '''Curse:''' Enemy unit within 12" must take a morale check. If it fails, the unit eats a hit per model, making it more nightmarish on mobs than on brutes.
|1
|An enemy unit within 12" takes 2 hits with AP(2).
|Honestly, kinda hard to see a use for, as it's only really good for heavy infantry and maybe elites.
|-
|Vigour
|1
|A friendly unit within 12" gets +1 to hit rolls next time it fights in melee.
|You'll be needing this with all the chaff you have.
|-
|Dance of Death
|2
|2 friendly units within 12" get +2" next time they Advance, or +4" next time they Rush/Charge.
|Can counteract the Slow rule of your Zombies, and is generally helpful whenever one of your units can't ''quite'' make it to where it wants to be within one activation.
|-
|Deadly Gaze
|2
|An enemy unit within 9" takes 1 hit with AP(4) and Deadly(3).
|Since this can't target heroes inside units, its use is limited chiefly to monsters, vehicles, and the occasional elite.
|-
|Curse
|3
|An enemy unit within 18” takes 1 hit with Blast(9).
|Potentially dangerous against infantry, but drops in effectiveness against units that have lost a few models (except large combined blobs).
|-
|Invocation
|3
|2 friendly units within 18" get Regeneration next time they take wounds.
|Regen is always neat to have.
|}


== Unit Analysis ==
== Unit Analysis ==
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=== Heroes ===
=== Heroes ===


* '''Supreme Skeleton Lord:''' An absolute monstrosity of a model and definite centerpiece to your army. Not only does this fiend come with a short-range blast for horde-hate and a bundle of AP 2 attacks with Fear to make things even worse for the enemy, but they're also Wizard 3 so they will own the battlefield. While they're Tough 18 with a 2+ save, that's all they get, so expect to use Invocation a lot for protection.
* '''Vampire Master:''' Your strongest normal hero, with a 3+ Quality and Defense as well as Furious to cement their role in melee. On top of that, they also have the option to be a Caster of level 2 or even 3 so you can have some decent casting.
* '''Vampire Lord:''' Your strongest normal hero, with a 3+ to quality and defense as well as Furious to cement their role in melee. On top of that, they also have the option to be a Wizard with a value of up to 2 so you can have some decent casting.
** <u>Abilities:</u> Out of the faction's heroes, the Vampire Master is most spoiled for choice when it comes to abilities. They can get Caster(2), Caster(3), or Frightful Gaze like both other heroes can as well, but they also get two unique options: Unsatiable Hunger gives them and their unit Furious (or improves it if already there), which may not be such an impactful buff but is also very cheap for a hero ability, and Blood Chalice grants them and their unit Regeneration.
** Weapons: The vampire lord by default has AP 1 on their attacks, which is pretty sweet. They have a pretty basic fare for weapons, though paired weapons and great weapons cost twice as much. They also have the lance for your mounted lord, which you'll likely consider because...
** <u>Weapons:</u> The Vampire Master has AP(1) on all their weapons, which is pretty sweet. Beyond that, they get all the standard hero weapon options.
** Mounts: ...let's get this straight: Vampire Lords are absolutely SPOILED for choice in this department. You've got horses, monsters, and even chariots for whatever your situation. You have your basic Vampire Steed to act as your horse and a Winged Steed for double the price and Flying. The Winged Terror gives you some more wounds and more attacks, but sacrifices Impact. The Zombie Dragon is the combat monster, granting better defenses as well as Fire Breath and claws fit for ripping up all manner of enemies. The Bat Dragon isn't quite as powerful, but it provides Regeneration. The Maiden Chariot gives you speed and defenses as well as a bundle of attacks - and with Seduce, you can even act as a mobile debuffer!
** <u>Mounts:</u> You've got horses, monsters, and even chariots for whatever your situation. You have your basic Skeletal Steed to act as your horse, and a Winged Steed with Flying for an extra 5pts. The Winged Terror gives you some more wounds and more attacks, but sacrifices Impact. The Zombie Dragon is the combat monster, granting Flying, Regeneration, and Fear(2) as well as Breath Attack and claws fit for ripping up all manner of enemies.
* '''Skeleton King:''' More likely your go-to hero, as they retain most of the vampire lord's versatility without being so spoiled for choice and a cheaper price. They're not as powerful, with only a 4+ defense and only 3 attacks without any AP, but they can also be wizards.
** <u>Extras:</u> The Vampire Master can get Heavy Armor for 10pts, granting them the Protected rule which reduces the AP from all attacks targeting them by 1. This is primarily meant to enable them to join a unit of Skeleton Guards (since the rule only works if all models in the unit have it), but it's also a pretty nice deal for a solo hero mounted on a Winged Terror or Zombie Dragon. You also get a Hunting Pet option for Warning Cry (forcing enemy Ambushers to deploy more than 12" away from the hero), which is probably not much to write home about unless you expect to play against an army with Tunneler units. If the hero is attached to a unit, opponents may be able to circumvent Warning Cry by deploying in charge range of another model in the same unit, so it's probably most likely to do its thing on a solo hero.
** Weapons: Unlike the vampire lord, your weapon choices are all the same price - good enough since you'll be relying on them more without tons of mounts.
* '''Champion:''' More likely your go-to hero, as they retain most of the Vampire Master's versatility without being so spoiled for choice and a cheaper price. They're not as powerful, with only a 4+ Quality and Defense and no AP on their attacks, but they can also be Casters.
** Mounts: The skeleton king only has two options for mounts. The Skeletal Steed gives you a basic horse. The Abyssal Beast gives you a flying monster, boosting defenses and granting some fierce melee attacks.
** <u>Abilities:</u> The Champion has access to the standard options of Caster(2), Caster(3), or Frightful Gaze, as well as a unique option that gives them a package with Caster(1) and Raise Dead: the latter allows them to summon a new unit of 10 Zombies nearby once per game. This theoretically allows you to skirt around the Force Org unit limit, but is otherwise very similar to just putting the Zombies into your army normally and upgrading them with The Rising Dead (see below).
* '''Ghoul King:''' This freak comes with Poison on their melee attacks for some more swings and Regeneration to compensate for their mere 4+ defense. They may lack any option for weapons, but they can still be wizards. They also have the Bat Dragon as a mount at the same cost as the vampire lord - and this is your only means for shooting.
** <u>Weapons:</u> Aside from lacking the baseline AP(1), the Champion's melee weapon options are the same as the Vampire Master's. However, they also have the option to equip a crossbow with Rending, making them the only hero with a ranged weapon option.
* '''Necromancer:''' An utterly flimsy hero who shouldn't be in combat. Instead, rely on their casting and boost it if you can.
** <u>Mounts:</u> The Champion only has two options for mounts. The Skeletal Steed gives you a basic horse. The Abyssal Beast gives you a flying monster, boosting defenses and granting some fierce melee attacks.
** Mounts: The Skeleton Steed gives you a basic horse. The Ghost Chariot provides you a bunch more between extra wounds, Ethereal for Strider and Regen against non-magic attacks, a bunch of extra attacks as well as the ability for off-turn shooting. Even in this case, they shouldn't be thrown into melee unless absolutely necessary because Regen will only go so far and a 5+ quality means you're relying weight of die for any hits.
** <u>Extras:</u> Same as the Vampire Master's.
* '''Ancient Banshee:''' Practically a glass cannon with a 6+ defense, Chilling, and Ethereal, but Ambush allows them to pop up in a more opportune area. Offensively, they not only have a 3+ quality for throwing out a bundle of attacks, but you can also buy Howl for a short-ranged shooting attack.
* '''Ghoul Leader:''' This freak comes with Regeneration to compensate for their mere 5+ defense, and Poison on their melee attacks (albeit at the cost of having no alternate weapon options).
* '''Ancient Wraith:''' Essentially a monster-killing Banshee. These guys lack Chilling, but get a great weapon and Reap to deal additional hits for each 1 they roll on their defense save. These guys are more akin to being hero-killers rather than managing herds.
** <u>Abilities:</u> The Ghoul Leader has no unique ability options. Somewhat surprisingly, they still get access to both Caster(2) and Caster(3), and Frightful Gaze allows them to give an enemy unit a –2 penalty to their next morale test.
** <u>Mounts:</u> The Bat Beast is a medium-sized monster, notable for high mobility due to Flying and Ambush. The Bat Dragon is basically the same but twice as big, except for lacking Ambush.


=== Infantry ===
=== Infantry ===


* '''Zombies:''' The textbook definition of "disposable chaff". For an insanely cheap price, you get to own a pack of Slow Undead goons with a miserable 6+ quality and defense, but only two attacks to their name.
* '''Stitched Zombies:''' Although their Slow rule and bad Defense make it somewhat difficult for them to actually get to a point where they can fight, their 20-40 attacks make them a potential threat despite their mediocre Quality. Notably, they can be upgraded with The Rising Dead, which grants them Ambush with the option to deploy as close as 1" to enemies. This negates much of the aforementioned problems and if played right grants them a safe opportunity to use their full offensive strength against a relevant target.
* '''Skeletons:''' For triple the price of a zombie pack, you get a unit more resembling basic infantry. Undead makes sure that they won't be crushed by a bad round of combat and they get the full list of weapons for basic infantry.
* '''Drained Soldiers:''' Your basic infantry unit costs the same as Zombies, featuring half as many attacks in exchange for slightly better Defense, normal movement speed, and standard infantry weapon options. Undead makes sure that they won't be crushed by a bad round of combat.
* '''Ghouls''': These are about the cost of a pack of skeletons with paired weapons and they also get Poison on their weapons. Their only real drawback is that they can't grab a command group, something even the miserable zombies have.
* '''Ghouls''': For only a few points less than the basic infantry, Ghouls have half as many models, though with better Quality as well as Regeneration to boost their Defense. Still, they only have one attack per model so you'll probably want to run them as a combined unit if they are to have any hope of winning a melee. Between the Skeleton Guards and Zombie Wolves, their purpose is somewhat unclear.
* '''Skeleton Guard:''' More elite skeletons with 4+ to quality and defense, making them more reliable. They're otherwise pretty identical to the base skellies, though halberds cost more for some reason.
* '''Skeleton Guard:''' Elite infantry with 4+ Quality and Defense, as well as Protected to reduce incoming AP by 1. All their weapons have AP(1) and Reap, and there's a surprising variety of options — including spears, which so far used to be reserved for basic infantry in most factions.
* '''Banshees:''' Glass cannons with Ethereal, but Ambush and Chilling allow them to tie up a unit so they can be attacked by more reliable allies. You can also buy them a Howl for a shooting attack.
* '''Drained Archers:''' Your standard ranged infantry.
* '''Wraiths:''' Glass cannons with Ethereal and great weapons with Reap. As with banshees, Ambush allows them to pick where they want to show up and with their great weapons, they're best suited for facing down elites and artillery pieces.
* '''Skeleton Watch:''' A more elite ranged unit. Their attacks have Rending, which is neat for the –1 to Regeneration rolls although the AP(4) shouldn't be expected to trigger often as they only get 5-10 attacks per activation.
* '''Zombie Wolves:''' Not very strong or defensive, but Scout allows them to cover ground before the game begins and Fast and Furious allow them to make that turn one charge.
* '''Zombie Wolves:''' Not very strong or defensive, but Scout allows them to cover ground before the game begins and Fast and Furious allow them to make that turn one charge. 2 attacks per model makes their damage output a bit more reliable than the Ghouls'.
* '''Bat Swarms:''' More chaff, but now in swarm form. They're Fast and airborne, capable of covering ground very quickly, while Furious gives them another shot at attacking on the charge, where they can tie enemies up.
* '''Bat Swarms:''' More chaff, but now in swarm form. Fast and Flying allows them to cover ground very quickly, or they can suddenly pop up somewhere with Ambush. Their chaff-level Quality and Defense means they're not the most competent in melee, but they can quickly get to a place where they're annoying for your opponent, and Tough(3) and Undead allow them to stick around.
* '''Giant Bats:''' Slightly stronger than the swarms, but they sacrifice Furious. Their role as chaff, however, remains the same.
* '''Giant Bats:''' With better Quality as well as Furious instead of Fast, these are fairly similar to the Bat Swarms albeit not quite as mobile.
* '''Ghost Swarms:''' Another swarm, this time with 4+ quality and Regen for protection.
* '''Bat Horrors:''' Basically just a more elite version of the Giant Bats; their Quality and Defense is better by 1 but otherwise they're identical.
* '''Ghoul Horrors:''' Basically just a Tough(3) version of the normal Ghouls, with an appropriately higher number of attacks and better Defense. Paired with Regeneration, this should make them decently tanky.
* '''Werewolves:''' Scout and Strider make them decently mobile, and they're your only monstrous infantry unit with AP on their attacks.


=== Cavalry ===
=== Cavalry ===


* '''Skeleton Knights:''' Throwing the skeleton guards on horses makes them more than just chaff. That said, their only weapon option is the Lance for additional Impact.
* '''Skeleton Knights:''' Typical knight with 4+ Quality and Defense, Fast, and Impact. Their Lances give them AP(2) when charging, although they're not quite as efficient at killing high-Defense units as Skeleton Guards or Werewolves since only half their attacks gets AP while the other half is basic Impact.
* '''Vampire Knights:''' These knights are a score stronger with a 3+ quality and defense while Furious and AP 1 make them more of a threat against the infantry.
* '''Vampire Knights:''' These knights are a score stronger with a 3+ Quality and Defense while Furious and a baseline AP(1) make them more of a threat against the infantry. Other than the Skeleton Knights, these also get the option to go for Hand Weapons instead of Lances to save some points.
* '''Hexed Knights:''' Their defense is as garbage as the wraith's, but you have Ethereal and AP 2 from the great weapon. They also have Flying and Spectral Touch, which allows the knights to hit a unit they fly over.


== List Building & Tactics ==
== List Building & Tactics ==

Revision as of 17:01, 22 January 2024

Vampiric Undead
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Vampires, Drained Humans, various undead monsters
Version: v3.2.0

Why Play Vampiric Undead

The Vampiric Undead are the most akin to the Mummified Undead in that their troops are disposable but are practically immune to morale.

Pros:

  • Morale is not an issue
  • Plenty of Casters

Cons:

  • Troops are very disposable

Army Special Rules

  • Reap: A rule to represent a bat creature's blood-sucking bite or a Skeleton Guard's cursed weapon. Whenever an enemy is rolling Defense against attacks from a weapon with this rule, any 1s they roll results in them taking an additional wound. This capitalizes on a bad turn for your enemies and might even make a bad save into a death blow.
  • Undead: Your units can't fail morale checks. Instead, whenever a unit would fail a morale check, you need to roll a number of dice equal to the model count and/or Tough in a unit (read, the effective amount of wounds the unit could take before dying). and take an unavoidable wound for each 1-3 you roll. This ensures your units will never be taken out of action through getting Shaken or Routed, at the cost of some long-term survivability.

Caster Spells

Comment
Spectral Wind 1 An enemy unit within 12" takes 2 hits with AP(2). Honestly, kinda hard to see a use for, as it's only really good for heavy infantry and maybe elites.
Vigour 1 A friendly unit within 12" gets +1 to hit rolls next time it fights in melee. You'll be needing this with all the chaff you have.
Dance of Death 2 2 friendly units within 12" get +2" next time they Advance, or +4" next time they Rush/Charge. Can counteract the Slow rule of your Zombies, and is generally helpful whenever one of your units can't quite make it to where it wants to be within one activation.
Deadly Gaze 2 An enemy unit within 9" takes 1 hit with AP(4) and Deadly(3). Since this can't target heroes inside units, its use is limited chiefly to monsters, vehicles, and the occasional elite.
Curse 3 An enemy unit within 18” takes 1 hit with Blast(9). Potentially dangerous against infantry, but drops in effectiveness against units that have lost a few models (except large combined blobs).
Invocation 3 2 friendly units within 18" get Regeneration next time they take wounds. Regen is always neat to have.

Unit Analysis

Heroes

  • Vampire Master: Your strongest normal hero, with a 3+ Quality and Defense as well as Furious to cement their role in melee. On top of that, they also have the option to be a Caster of level 2 or even 3 so you can have some decent casting.
    • Abilities: Out of the faction's heroes, the Vampire Master is most spoiled for choice when it comes to abilities. They can get Caster(2), Caster(3), or Frightful Gaze like both other heroes can as well, but they also get two unique options: Unsatiable Hunger gives them and their unit Furious (or improves it if already there), which may not be such an impactful buff but is also very cheap for a hero ability, and Blood Chalice grants them and their unit Regeneration.
    • Weapons: The Vampire Master has AP(1) on all their weapons, which is pretty sweet. Beyond that, they get all the standard hero weapon options.
    • Mounts: You've got horses, monsters, and even chariots for whatever your situation. You have your basic Skeletal Steed to act as your horse, and a Winged Steed with Flying for an extra 5pts. The Winged Terror gives you some more wounds and more attacks, but sacrifices Impact. The Zombie Dragon is the combat monster, granting Flying, Regeneration, and Fear(2) as well as Breath Attack and claws fit for ripping up all manner of enemies.
    • Extras: The Vampire Master can get Heavy Armor for 10pts, granting them the Protected rule which reduces the AP from all attacks targeting them by 1. This is primarily meant to enable them to join a unit of Skeleton Guards (since the rule only works if all models in the unit have it), but it's also a pretty nice deal for a solo hero mounted on a Winged Terror or Zombie Dragon. You also get a Hunting Pet option for Warning Cry (forcing enemy Ambushers to deploy more than 12" away from the hero), which is probably not much to write home about unless you expect to play against an army with Tunneler units. If the hero is attached to a unit, opponents may be able to circumvent Warning Cry by deploying in charge range of another model in the same unit, so it's probably most likely to do its thing on a solo hero.
  • Champion: More likely your go-to hero, as they retain most of the Vampire Master's versatility without being so spoiled for choice and a cheaper price. They're not as powerful, with only a 4+ Quality and Defense and no AP on their attacks, but they can also be Casters.
    • Abilities: The Champion has access to the standard options of Caster(2), Caster(3), or Frightful Gaze, as well as a unique option that gives them a package with Caster(1) and Raise Dead: the latter allows them to summon a new unit of 10 Zombies nearby once per game. This theoretically allows you to skirt around the Force Org unit limit, but is otherwise very similar to just putting the Zombies into your army normally and upgrading them with The Rising Dead (see below).
    • Weapons: Aside from lacking the baseline AP(1), the Champion's melee weapon options are the same as the Vampire Master's. However, they also have the option to equip a crossbow with Rending, making them the only hero with a ranged weapon option.
    • Mounts: The Champion only has two options for mounts. The Skeletal Steed gives you a basic horse. The Abyssal Beast gives you a flying monster, boosting defenses and granting some fierce melee attacks.
    • Extras: Same as the Vampire Master's.
  • Ghoul Leader: This freak comes with Regeneration to compensate for their mere 5+ defense, and Poison on their melee attacks (albeit at the cost of having no alternate weapon options).
    • Abilities: The Ghoul Leader has no unique ability options. Somewhat surprisingly, they still get access to both Caster(2) and Caster(3), and Frightful Gaze allows them to give an enemy unit a –2 penalty to their next morale test.
    • Mounts: The Bat Beast is a medium-sized monster, notable for high mobility due to Flying and Ambush. The Bat Dragon is basically the same but twice as big, except for lacking Ambush.

Infantry

  • Stitched Zombies: Although their Slow rule and bad Defense make it somewhat difficult for them to actually get to a point where they can fight, their 20-40 attacks make them a potential threat despite their mediocre Quality. Notably, they can be upgraded with The Rising Dead, which grants them Ambush with the option to deploy as close as 1" to enemies. This negates much of the aforementioned problems and if played right grants them a safe opportunity to use their full offensive strength against a relevant target.
  • Drained Soldiers: Your basic infantry unit costs the same as Zombies, featuring half as many attacks in exchange for slightly better Defense, normal movement speed, and standard infantry weapon options. Undead makes sure that they won't be crushed by a bad round of combat.
  • Ghouls: For only a few points less than the basic infantry, Ghouls have half as many models, though with better Quality as well as Regeneration to boost their Defense. Still, they only have one attack per model so you'll probably want to run them as a combined unit if they are to have any hope of winning a melee. Between the Skeleton Guards and Zombie Wolves, their purpose is somewhat unclear.
  • Skeleton Guard: Elite infantry with 4+ Quality and Defense, as well as Protected to reduce incoming AP by 1. All their weapons have AP(1) and Reap, and there's a surprising variety of options — including spears, which so far used to be reserved for basic infantry in most factions.
  • Drained Archers: Your standard ranged infantry.
  • Skeleton Watch: A more elite ranged unit. Their attacks have Rending, which is neat for the –1 to Regeneration rolls although the AP(4) shouldn't be expected to trigger often as they only get 5-10 attacks per activation.
  • Zombie Wolves: Not very strong or defensive, but Scout allows them to cover ground before the game begins and Fast and Furious allow them to make that turn one charge. 2 attacks per model makes their damage output a bit more reliable than the Ghouls'.
  • Bat Swarms: More chaff, but now in swarm form. Fast and Flying allows them to cover ground very quickly, or they can suddenly pop up somewhere with Ambush. Their chaff-level Quality and Defense means they're not the most competent in melee, but they can quickly get to a place where they're annoying for your opponent, and Tough(3) and Undead allow them to stick around.
  • Giant Bats: With better Quality as well as Furious instead of Fast, these are fairly similar to the Bat Swarms albeit not quite as mobile.
  • Bat Horrors: Basically just a more elite version of the Giant Bats; their Quality and Defense is better by 1 but otherwise they're identical.
  • Ghoul Horrors: Basically just a Tough(3) version of the normal Ghouls, with an appropriately higher number of attacks and better Defense. Paired with Regeneration, this should make them decently tanky.
  • Werewolves: Scout and Strider make them decently mobile, and they're your only monstrous infantry unit with AP on their attacks.

Cavalry

  • Skeleton Knights: Typical knight with 4+ Quality and Defense, Fast, and Impact. Their Lances give them AP(2) when charging, although they're not quite as efficient at killing high-Defense units as Skeleton Guards or Werewolves since only half their attacks gets AP while the other half is basic Impact.
  • Vampire Knights: These knights are a score stronger with a 3+ Quality and Defense while Furious and a baseline AP(1) make them more of a threat against the infantry. Other than the Skeleton Knights, these also get the option to go for Hand Weapons instead of Lances to save some points.

List Building & Tactics

General Advice

Note: This section needs more content. You can help the wiki by expanding it.

Tactics

Note: This section needs more content. You can help the wiki by expanding it.

See Also

Vampiric Undead
Overview - Tactics - Skirmish Tactics - Miniatures - Quickplay Armies - Skirmish Quickplay Armies
Age of Fantasy tactics
Beastmen - Chivalrous Kingdoms - Dark Elves - Deep-Sea Elves - Duchies of Vinci - Dwarves - Eternal Wardens
Ghostly Undead - Giant Tribes - Goblins - Halflings - Havoc Dwarves - Havoc Warriors - High Elves
Human Empire - Kingdom of Angels - Mummified Undead - Ogres - Orcs - Ossified Undead - Ratmen
Rift Daemons - Saurians - Shadow Stalkers - Sky-City Dwarves - Vampiric Undead - Volcanic Dwarves - Wood Elves