MGB's Undead 'Deck'

Count Name Rank Faction Life Points Speed Attack Defense Damage Range Abilities Arc
1 Marsh Zombie Weak Necropolis Sect 3 10 6 8 13 2 0 Aquatic 90
Play tips for Marsh Zombie:
The Necropolis Sect is already a master of the air, with flying warriors like the Feral Bloodsucker and Fell Reaper. Now the Sect's movement specialties have been expanded to encompass water as well. The Marsh Zombie, with his Aquatic skill, can match or counter the threat provided by the Atlantean Iron Lung, but without the drawback of drowning in deep water. Also, as a Zombie, this warrior fits nicely into an army built around Necromancy.
Click Attack Damage Speed Defense Abilities
0 8 2 6 13 Aquatic
1 7 1 5 11 Aquatic
2 5 1 4 10 Aquatic
1 Skeleton Weak Mage Spawn 2 10 8 10 15 1 0 Weapon Master 90
Play tips for Skeleton:
Skeletons are as they should be: deadly but fragile. With Weapons Master only in the first rank, it is difficult to get a Skeleton into base contact with an opponent with this deadly attack special ability still active. Try advancing two Skeletons on an opposing warrior. Only one of your Skeletons can be attacked by the enemy warrior, leaving the other to be pushed to deliver its attack. A natural complement for a Skeleton is a Grave Robber. Using Necromancy, a Skeleton can be brought back into play at full strength. Add a Magus to your army, and you have the ability to Magically Levitate the Skeleton into base contact with an enemy with one action and use another action to have the Skeleton attack the enemy. Ouch!
Click Attack Damage Speed Defense Abilities
0 10 1 8 15 Weapon Master
1 8 1 5 13
1 Marsh Zombie Standard Necropolis Sect 4 12 6 9 13 2 0 Aquatic 90
Play tips for Marsh Zombie:
The Necropolis Sect is already a master of the air, with flying warriors like the Feral Bloodsucker and Fell Reaper. Now the Sect's movement specialties have been expanded to encompass water as well. The Marsh Zombie, with his Aquatic skill, can match or counter the threat provided by the Atlantean Iron Lung, but without the drawback of drowning in deep water. Also, as a Zombie, this warrior fits nicely into an army built around Necromancy.
Click Attack Damage Speed Defense Abilities
0 9 2 6 13 Aquatic
1 7 2 6 12 Aquatic
2 6 1 5 11 Aquatic
3 5 1 4 10 Aquatic
1 Barber-Surgeon Weak Orc Raiders 5 14 8 7 14 2 0 Battle Fury, Berserk, Demoralized, Healing 90
Play tips for Barber-Surgeon:
If you are building an Orc Raider army, and are light on ranged combatants, replace all your Shamans with Barber-Surgeons. These support troops are good healers and cost significantly less than Shamans. If you decide that your primary healer will be a Shaman, add a single Barber-Surgeon to provide redundancy and a healer for the Shaman. In a 200-point game, the formation Taskmaster'Shaman (S)'Barber-Surgeon (W) is an excellent 69-point command post that serves as a rallying point for the troops.
Click Attack Damage Speed Defense Abilities
0 7 1 8 14 Battle Fury, Healing
1 6 1 6 13 Battle Fury, Healing
2 5 1 5 12
3 6 2 6 11 Berserk
4 0 0 4 11 Demoralized
1 Nightblade Standard Necropolis Sect 6 14 8 8 15 2 0 Demoralized, Stealth 90
Play tips for Nightblade:
Nightblades are the standard melee warriors of the Necropolis Sect. Though not as strong as their Atlantis or Elemental counterparts (Guardsmen and Bladesmen), Nightblades have the advantage of Stealth. This ability allows Nightblades, which are forced to close with their opponents anyway, to use hindering terrain as a shield against ranged attacks. When playing with Nightblades, make sure you have hindering terrain pieces in the terrain pile before you 'Set the Scene.' Then, place your terrain (if you get the chance) to provide avenues of advance towards your foes.
Click Attack Damage Speed Defense Abilities
0 8 2 8 15 Stealth
1 8 2 7 14 Stealth
2 7 2 6 14
3 6 1 5 12
4 5 1 4 11
5 0 0 3 11 Demoralized
2 Grave Robber Standard Necropolis Sect 5 16 8 6 14 1 0 Demoralized, Necromancy, Stealth 90
Play tips for Grave Robber:
Grave Robbers are mini Necromancers. For less than 20 points, you can add the Necromancy skill to your army. However, in all other respects, Grave Robbers are weak figures. If you include a few in your army, keep them well away from your opponents, hidden in hindering terrain. Keep this in mind: a Grave Robber can work well with a friendly Black Powder Leech Medic in base contact. Use Necromancy to bring a figure back from the dead pile. Give it a D6 of hits and put it in contact with your Robber and the Medic. With your next action, use the Medic to heal back the wounds on the retrieved figure. Using two actions, you have a good chance of bringing back any dead figure to a relatively healthy state.
Click Attack Damage Speed Defense Abilities
0 6 1 8 14 Necromancy, Stealth
1 4 1 7 13 Stealth
2 4 1 6 11
3 0 0 5 11 Demoralized
4 0 0 4 10 Demoralized
1 Ki Devil Weak Mage Spawn 5 24 10 8 16 3 10 Battle Fury, Demoralized, Flight, Shockwave 90
Play tips for Ki Devil:
The flat stat profile of a Ki Devil is unusual. It maintains its terrific initial speed, attack, defense and damage stats even after several clicks of damage. High speed and Flying give this figure great mobility, and a 10' ranged attack is a deadly weapon. However, the Shockwave ability is the main strength of this warrior. In play, use the Ki Devil much like the Screeching Terror to skirt around your opponent's figures. Look for a large enemy formation to prey on and get within 5'. Pass on the following turn, or push to attack immediately and press your advantage. Unlike the Screeching Terror, the Ki Devil retains its Flight and Shockwave longer, so don't be afraid to take a click of damage by pushing.
Click Attack Damage Speed Defense Abilities
0 8 3 10 16 Battle Fury, Flight, Shockwave
1 7 2 10 16 Battle Fury, Flight, Shockwave
2 6 2 10 16 Battle Fury, Flight, Shockwave
3 0 0 10 15 Demoralized, Flight
4 0 0 2 15 Demoralized
1 Flesh Golem Standard Necropolis Sect 8 25 8 8 15 2 0 Regeneration 90
Play tips for Flesh Golem:
Like any good Flesh Golem worth the name, this warrior just won't die With multiple slots of Regeneration, it's tough to keep this guy down. While he may appear to be useless and out of the battle once severely wounded, his lack of Demoralized slots allows you to exploit some interesting tactics. Consider the following. Three of your Flesh Golems are happily pounding away on an opposing figure using a close combat formation. The enemy knocks two of them down to zero attack value and hopes to eliminate them before actions can be spared for their Regeneration. On your turn, you attack again with a close combat formation. 'Wait a minute, you can't use those 0 attack golems in a formation!' cries your opponent. But, yes you can. The game mechanic that prevents most 0 attack warriors from contributing to a close combat formation is that they are also Demoralized. Demoralized figures cannot participate in an attack. However, these weakened Flesh Golems are not Demoralized. Surprise: those severed, flapping limbs are worth something after all.
Click Attack Damage Speed Defense Abilities
0 8 2 8 15
1 8 2 7 14
2 7 2 6 13
3 6 2 4 12
4 5 1 2 11 Regeneration
5 0 0 0 10 Regeneration
6 0 0 0 12 Regeneration
7 0 0 0 14 Regeneration
1 Seething Knight Standard Necropolis Sect 8 28 8 10 16 3 0 Battle Armor, Battle Fury, Demoralized, Vampirism 90
Play tips for Seething Knight:
The Sect's Seething Knight is the counterpart of the Guild's Altem Guardsman, Elementals Troll Brawler and Black Powder's Amazon Blademistress. Of all these top-ranked fighters, the Seething Knight is best at avoiding capture, and as such, is the optimal choice for close contact with the enemy. Feel free to close with the enemy across open terrain; the Knight has defense 18 versus ranged attacks. Also, use him to lead close combat formations in the company of Nightblades or cheap Zombies. As a hidden surprise, this Dark Elf has a touch of Vampirism, which can keep him alive when deep in his slots.
Click Attack Damage Speed Defense Abilities
0 10 3 8 16 Battle Armor, Battle Fury
1 9 3 8 16 Battle Armor, Battle Fury
2 9 2 7 15 Battle Fury
3 8 2 6 14 Battle Fury
4 7 2 5 12 Battle Fury
5 6 2 4 11 Battle Fury
6 6 2 3 11 Vampirism
7 0 0 3 11 Demoralized
1 Feral Bloodsucker Standard Necropolis Sect 7 31 10 10 15 2 0 Battle Fury, Demoralized, Flight, Vampirism, Weapon Master 90
Play tips for Feral Bloodsucker:
The Bloodsucker is a very powerful figure, given its common spread of rarity levels. With Flight, Vampirism, Weapon Mastery and high speed and attack values, this warrior is versatile and strong. The addition of Battle Fury also ensures that if you send it into close combat alone, it will not be captured easily. But what do you expect from a Vampire? Use Bloodsuckers to pounce on lone figures from a distance. Suck all the life you can out of them and take no prisoners. Don't be afraid to retreat from a battle once your Battle Fury and Vampirism has passed; Bloodsuckers are worth too many capture points to let them fall into your opponent's hands.
Click Attack Damage Speed Defense Abilities
0 10 2 10 15 Battle Fury, Flight, Weapon Master
1 9 2 10 15 Battle Fury, Flight
2 9 2 9 14 Battle Fury, Flight, Vampirism
3 8 2 9 13 Battle Fury, Flight, Vampirism
4 7 1 8 12 Battle Fury, Flight
5 0 0 7 11 Demoralized, Flight
6 0 0 5 10 Demoralized


This report created by Mage Knight Army Builder (www.mkarmybuilder.com)