UNDEAD 2,000 POINT GT '99 ARMY
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CHARACTERS
1 Liche (350) with Skull Staff (35), Black Amulet (50), Rod of Power (25), Skull Wand of
Kaloth (40) and flail (1)
501 Points
1 Tomb King (100) with Flail of Skulls (30), Armor of Fortune (15) and undead steed (2)
147 Points
1 Wraith (75) with Cursed Book (25), two handed weapon (2) and undead steed (2)
104 Points
Necromancer (68) with Book of Secrets (50) and undead steed (2)
120 Points
Subtotal: 872 Points
REGIMENTS
10 Skeleton Horsemen (180) with shields (20), lances (40) and Banner of Doom (74)
314 Points
23 Skeletons (184) with light armor (46), shields (23), spears (23) and Banner of Sorcery
(37)
313 Points
21 Zombies
84 Points
12 Ghouls
96 Points
1 Wraith
75 Points
2 Carrion
90 Points
Subtotal: 972 Points
WAR MACHINES
1 Chariot (56) with scythes (20)
76 Points
1 Chariot (56) with scythes (20)
76 Points
Subtotal: 156 Points
TOTAL: 2,000 Points
Notes:
The big story this year is the Dry Undead or Khemri list from WD 227, but that does not
mean anyone can discount the regular old Undead. This will probably be the last season
they will be played in this form, since the list will be changing into two and the old
book will go by the wayside. Between this list and Khemri, I expect to see at least 10-12
undead armies out of 60 this year at at least one of the GTs.
Movement: The Undead are not generally thought of as a fast army. This one has more quick elements than most. The chariots, ghouls, carrion and cavalry are all fast. The zombies, wraith and skeletons are slow, but they aren't part of the assault force. One wraith and the Tomb King are mounted, and thus fast and dangerous (for dead guys). The necromancer is mounted, but more to keep his mobility while the BoS burns off his stats. There are four maneuver elements here: The chariots, the cav (led by the TK and the Wraith), the carrion (light attack and war machine control) and the infantry complex (skeletons, zombies and wraith). The ghouls will actually screen the cavalry and possibly the chariots as well, since they can march.
Shooting: Hey! Pay attention! Undead armies do not shoot effectively, save for screaming skull catapults. There are none of them in this army, because they are vulnerable to attack and are too unreliable. Khemri can shoot quite well, but this list can't.
Close Combat: The Undead win close combats two ways: Having big nasty characters in the front rank, and outnumbering the enemy. This army is designed to use gang tactics to concentrate on one segment of the enemy army. If the chariots and the horsemen (with the two mounted characters) can hit the same unit, that will probably break anything which can be broken. In order for these units to get to contact, they have to be screened. That's the job of the ghouls. They move as fast as the chariot and mounted unit. They will most likely break and run when they are charged by a determined enemy, but that will leave the enemy open to a countercharge. The zombies are designed to screen/guard the skeleton block which will hold the General. The wraith will provide some flank protection and a terror test for anyone who moves in too close. The carrion are supposed to go after artillery crews, but they are the ultimate opportunists. Their favorite prey is skirmishers. If the skeleton block with the general gets to contact, watch out. That Liche and his boys will cause some heavy damage. They are not really designed to get into close combat, but could hold their own.
Magic: The General will probably take the 2 point summon, Gaze of Nagash and Van Hels. The necromancer will take Curse of Years (if he gets to keep the book) or the one point summon if not. This army does not use the PoK, for fear of the veto. It holds five cards, plus the Banner of Sorcery. The L1 Necro with the book is a great unit. If the book is vetoed, we start 100 points up. If it's not, the opponent has to face curse of years every single magic phase. If this army has a weakness, it might be getting overextended on the magic phase and not being able to dispel in the enemy phase.