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-   -   Guide: Tomb Kings: The Honorable Dead (http://forum.shrapnelgames.com/showthread.php?t=44687)

Trumanator January 15th, 2010 10:08 PM

Author's Note: This guide is written with CBM 1.6 in mind.

Now, I know mod nations aren't played as often as they should be, but my hope with this guide is to try to do a little to rectify that matter. The Tomb Kings by llamabeast are one of the best mod nations out there, and they deserve a guide. Therefore, here you go.

First, I will cover your units, almost all of which have the following attributes: 0 enc, undead, MR 15, CR/PR 100, poor amphibian, lifeless, Need Not Eat, and map move 3

Spearman: These guys are your absolute rock bottom troops, in two varieties: no prot and almost no prot. They are also very useful. They have abysmal protection, low hps, and a forgettable weapon, but they have a very good shield. They're your most easily massable recruit, and serve as excellent arrow catchers with their good shield and morale.

Archers: These guys are excellent. They have the very good composite bows, and otherwise average stats. They are fairly massable, and you have the A and F magic for both wind guide and Flaming Arrows.

Asp Archer: One of your two recruitable sacreds, these guys are basically archers that are sacred and carry asp bows. Unlike poison bows, the phantasmal asp effect is resistable, so these guys aren't going to destroy armies quites as much. However, throw a D bless on these guys and they get VERY scary. Note however that it is a bad idea to use them in conjunction with a W9 bless, since they won't work properly.

Cavalry: Honestly, I don't see much reason to build these guys. They don't have lances/light lances, they have the same crappy hps as most of your other troops, and you can get more bows by just building your foot archers.

Chariots: These guys are slightly more useful than your cavalry, but 0 enc and mor 30 don't really make up for lack of hps and expense.

Watchers: These are a bit of an oddball, niche unit. Unlike the rest of your roster, they're not undead, are weak to fire, and they have old age. They do have somewhat better hitpoints though, as well as wielding a very high damage weapon and a one shot crossbow with strong paralyzing poison. If you get rushed by an early SC, or a few powerful units (giants, Knights of the Chalice, etc.) they come into their own though.

Tomb Guard: Your non-sacred elite, these guys are pretty good. Unlike most of your units, they have a high damage weapon, combined with better than average stats. If you're looking for non-sacred heavy infantry, these are probably your goto guys.

Buried: Your other recruitable sacred, they are eminently suitable for a bless, especially with their recruit-anywhere status. I will discuss possible blesses in the pretender building section.


Now for your recruitable commanders. They are slightly different from your units, in that all your commanders with holy magic are not Undead, therefore no reanimating for you :) They are lifeless however,and have 0 enc. Look out for their weakness to fire though.

Scout: Forgettable. Undead though, so if you prophetize your starting scout you can reanimate some londead/soulless to help expand.

Commander: Forgettable also, except for being amphibious.

Tomb Prince: .5FD .5FD .1FEDSA H1 While its sometimes possible to expand with these guys using an E9W9 bless, its also very hit and miss. Otherwise, they are mediocre thugs, and take up valuable mage recruitment slots. Edit: Check out Baalz' and rdonj's posts below for other possible uses, such as cheap, thuggable researchers.

Buried Sorceror: 2F 1A 1D Your early game battle magic caster, they can buff their precision with Aim. Useful things to cast include Fireball, Falling Fires, Sulphur Haze, and summon A elemental. They are your only guaranteed A access. To be honest, your tomb kings are much better battle magic casters, and you'll eventually have good D battle magic for your high priests to use. Edit: If you read Baalz' post, you can see there are actually a lot of uses for these guys with the right items. One problem that can't be remedied though is their non-sacred status, which will cut into your money.

Acolyte: Generic H1 priest, These guys would be almost worth recruiting so you have people to spam Heal the Dead, but there's really no reason too if you can recruit Tomb Priests or High Priests.

Tomb Priest: 1D H2 Similar to the acolyte, these guys aren't so much bad as overshadowed. If you are really strapped for cash you might recruit a few as researchers.

High Priest: 2D H3 Your bread and butter recruit outside your cap, these guys are efficient researchers, great priests, and awesome skelly spammers. Recruit these guys as default, unless you need some battle magic support from buried sorcerors.

Tomb Kings: 2F 1E 3D 1 S/D 1 F/E/A .5 F/E/A/S/D .1 F/E/A/S/D H3 These guys are the heart of the nation. As soon as you can, start recruiting one of these guys out of your cap every turn. Unfortunately, these guys have paths all over the place, and half of them will be very vulnerable to magic duel. On the other hand, you'll have access to most of that F/E battle magic, and awesome D spells like cloud of death.
These guys also excell in the lab, with incredible forging possiblities, and plenty of ritual magic within reach. Great spells include all the D rituals, F rituals like raging hearts, volcanic eruption, and flames from the sky, and those rare D/F combinations, particularly skeletal archers. On top of all that, the first time your king dies, he will be resurrected in an immortal, undead form with -1 to all paths. Use Kings in this form as immortal thugs, or to lead squads of immortal summons.

Now for your national spells:

Conj: 4- Servants of Horus: These guys are pretty good if your looking for anti-undead troops, or simply troops that aren't undead. They have decent prot, an effective enc of 2, and magic fire weapons with x3 vs demons and undead. They're also summoned with F gems, which are both plentiful for you and otherwise limited in usefulness.
- Tomb Swarms: Very similar to raise skeletons or raise dead, this summons a large number of units that do minor AN damage. Look out for archers or aoe spells though, as they have very low hp and very little protection against projectiles. Buffing them with some of your national holy spells can drastically increase their survivability and lethality.
- Servant of Set: While it can be useful to have some spies, spies that cost D gems are expensive. You could also kit this guy out for assassination, but he's not really optimal for it.

Ench: 0- Awaken Immortal: Here you have a very useful, early summon. Immortals have quite good protection for your nation, are immortal (duh), have a high damage weapon, and excellent stats that will be quickly improve with numerous exp stars since they should almost never die. If you start early, you can eventually collect a very tough defensive force that never dies. Add in all your great holy spells and you have an excellent unit. Final note, Immortals have upkeep, but they are also sacred.

3- Awaken Anubites: Here you have more non-undead troops should you need them. Anubites have decent prot, two attacks, and otherwise average stats, except for their very high APs. I can't really comment on their usefulness since I haven't really used them.

4- Awaken Ushabti: Honestly, I never summoned one of them. Think a gargoyle that doesn't fly and has a big, high damage weapon with two attacks.

8- Awaken Ushabti Avatar: These guys should definitely be a major research target. Their paths can be incredibly annoying, but you are guarenteed to have a 3 in B/D/S/N, and otherwise scattered elemental paths. They are very expensive in E gems though, which cuts into what you have for items and rituals. They diversify your magic though, and can make for excellent SCs, especially with the right bless since they're H1 and sacred.

Const: 5- Construct Bone Scorpion: This is an expensive, but very good spell. It creates one tomb scorpion with fear, size 6 trample, sacred, CR/PR 100, 18 prot, and 0 enc. While the unit is very good base, particularly with some of your holy buffs, if you GOR it it gains H3 and D2, so it can buff itself with your holy spells and soul vortex if you give it a D gem.

You also have several national holy spells, all of which are great force multipliers for your otherwise mediocre troop lineup.
Heal the Dead is a useful little spell on occasion, and scales with H magic. The only problem is that its tough to get the AI to cast it with regularity unless your using acolytes.
Resilience is one of your best early spells, as it buffs all your undead's natural protection by 10 and provides them with 50% fire res, which makes your troops much more survivable than they would normally be. Its only H2 as well, so your starting tomb priest can cast it.
Strength of the Tomb is also a useful early spell. The majority of your troops are armed with fairly weak spears, and +4 strength goes a long way towards giving them some killing power. Cast this on your sacreds and add a minor blood bless and W9, you're talking major damage.
The Undying is a spell that is useful, but not so much on your national troops. You see, all these holy spells ALSO work on regular undead! Since Souless have more hp than most of your troops, the regen this spell provides is more useful for them. For even more fun, throw this on tartarians so you can skip regen items! Your high priests like to cast this, so you'll see it on your regular troops a lot anyways.

With all this variety, I'd recomend that your early research targets include ench to give you access to skelly spam and non-undead troops, and later focusing on construction, evoc, and minor alt and conj. Skelly spam will carry you through the early game most of the time, especially if you took an E bless, while cons and alt turn your Kings, and later your avatars, into thugs or SCs. Conj gives you some of your national spells, as well as access to more conventional thug chassis and summoned troops.

For those of you who want something more succint, here are some go to spells in no particular order:

Darkness, Cloud of Death, Banefire, Skeleton Archers, Raise Skeletons, Rigor Mortis, Burden of Time, Utterdark, Shadow Blast, Volcanic Eruption, Blight, Flames from the sky.

For pretender design, you have a lot of choice. You have great sacreds that can benefit from almost anything. W9, F9, E9, S9, B?, and D? are all possible blesses. Alternatively, you can opt for a killer early game SC in the Gilded scorpion pretender, a 0 enc size 6 trampler that could be considered practically unkillable before year 2. For scales, you have a heat preference, so H3 is obvious, you can easily afford Sl3 if you have an SC or a good bless, and you could care less about death. O3 is something that you really want, and you have great heroes to pull you towards a luck scale. Magic or drain can be a tough choice. Your high priests are very cost efficient, but not the most time efficient, so a magic scale makes sense. On the other hand, you have access to both lanterns and skull mentors, and your undead troops will appreciate the extra MR against banishments.

Sheesh, this has taken a lot more time than I thought it would. Its possible that I'll think of things to add in the future, and any tidbits you think of and post will also be integrated. Please post your thougthts!

rdonj January 15th, 2010 11:32 PM

Re: Tomb Kings: The Honorable Dead
 
Just a few little quibbles. The h1 priests are actually still useful over the h2 and h3 priests because heal the dead is pretty much the only thing they can cast. When the stronger priests go off script they'll tend to spam death spells and things like the national spell resilience. Acolytes have practically no choice but to cast heal the dead every turn. Which can be quite handy for keeping your units alive, especially if you have any undead thugs present in a battle with them.

Also, tomb priests have a higher research to gold ratio than high priests do, and if you have magic one it gets even better. The tomb kings are a really expensive nation, and it is certainly worth considering using tomb priests as your main researchers instead of high priests. High priests are definitely very useful though.

And you didn't mention bone scorpions! Those things rock, man.

I don't know about anyone else, but I for one would be interested in seeing you post your build from tourmaline here and discuss what worked and didn't work for you in that game :)

Trumanator January 15th, 2010 11:51 PM

Re: Tomb Kings: The Honorable Dead
 
My build for Tourmaline was a W9E4B4 blood fountain with O3S3H3D2L3M1 IIRC, I dunno the dom. The W9 and B4 made my buried and immortals very deadly, while the E4 was good for my commanders. The W9 is also good for your avatars since they're also 0 enc. Since it was with CBM 1.5, the blood fountain was great for getting me an early start on bloodstones, which Nehekara really wants if they're available. I focused on summoning immortals and skelly spamming early on, but wasn't able to really own the Ogres until I got Rigor Mortis and Cloud of Death.

Radio_Star January 16th, 2010 09:14 AM

Re: Tomb Kings: The Honorable Dead
 
Quote:

Originally Posted by rdonj (Post 726502)
And you didn't mention bone scorpions! Those things rock, man.

And if you GoR them, they pick up D2 and can soul vortex with a gem.

Baalz January 16th, 2010 01:55 PM

Re: Tomb Kings: The Honorable Dead
 
I haven't played them, but reading your guide a couple possibilities occur to me.

Body Ethereal/Gift of flight would be a pretty awesome addition to several of your national summons. You don't have any cheap national astral mages, but if you can snag some lizard shamen seems like this would be a pretty solid goto move - Ushabti, bone scorpions (if you're using shamen, toss on haste as well), servants of horus (niche, but scary in that niche as they fly in against, say tartarians or ice devils or bane lords or...), tomb swarms (ouch!). But where do you get a bunch of A2 casters?

Seems like you sell the tomb sorcerers way too short. With a little bit of TLC these guys are liquid awesome. What kind of TLC? Well, you should have tomb kings pumping out crystal shields (which is where you get a bunch of A2 casters). With a crystal shield this guy is 3f 2a 2d and a whole lot scarier. Winds of death are fun fun against plenty of nations and you've also now got arrow fend easily available if you want it. You've also now got an all in one easy package to drop wind guide and flaming arrows with a single (non tomb king) mage. Why stop there though? Once they've spit out a few crystal shields those tomb kings should spit out crystal matrixes. (heck, if you've got shamen use them as slaves and stretch your gems farther). With just 2 slaves and a master holding a crystal shield you're now looking at mass flight instead of gift of flight, and 2 more slaves opens up fog warriors for the big fights (sounds like a good time to pull out the chariots). After your wind guide you're also plopping down banefire now - screw that wussy thunderstrike. Probably want to use sorcerer slaves for that...but no worries because your slaves are spamming falling fires so they're definitely pulling their weight.

Leave those expensive tomb kings at home in the lab where they belong, and let the high priests carry the research, but the battlefields belong to the sorcerers (and hopefully their shaman thralls). Ok, high priests still have their place in blessing/buffing your troops, but its the sorcerers your enemies will fear.

Also, tomb princes can be recruited without a lab. They still need a temple, but you'll probably want that anyway for buried, so you could leverage that to save putting labs up initially. The 25% of tomb princes who get 2 random paths actually have the best gold/research ratio of your mages in a magic-1 scale (5 RP for 140 gold with sacred upkeep) and the rest aren't much below high priests. As long as you've got a bunch sitting around researching you can also use them as nasty little bombs with gift of flight...having used a gem to cast phoenix pyre. Hehe, they'll plow straight into clumps of troops and explode a few times each.

Sombre January 16th, 2010 02:58 PM

Re: Tomb Kings: The Honorable Dead
 
Plural of shaman is shamans :]

rdonj January 16th, 2010 04:01 PM

Re: Tomb Kings: The Honorable Dead
 
And this is without playing the nation.... Give them a whirl baalz, I think you'll find plenty of neat things to do with them. I know I didn't do a great job of showing them off against you in lapis, you missed out on lots of fun there.

I like your idea of using tomb princes as researchers, at least part time. I had that same idea too last night actually. They have perfectly decent stats, and come on top of a chariot so have built in trample. Expansion with them is, as trumanator said, a bit hit or miss. Although I think I was testing at one point and was getting more hit than miss. But anyway, it would not be hard to make one take pretty nasty effect against opposing armies. With an e9w9 bless and, say, a shield of gleaming gold, you could make them into decently durable little mad bombers.

Some of those national summons could use a little extra elaboration, too. For example those tart-killing servants of horus also have a bit of fire damage on their spear, have some reinvigoration and are either highly resistant or completely immune to fire. And this is a nation that can easily cast weapons of sharpness or strength of giants. The best part is that they're summoned with fire gems, giving you an excellent way to use fire gems in the late game.


The national holy spells could've used a bit more attention too. Most of the tomb kings units are pretty fragile, especially for their gold and resource costs. It's very easy to find them being quite inefficient. The holy spells can help significantly here, variously increasing strength, protection and fire resistance, giving your undead regeneration, and of course healing them outright. All of which can also be used on traditional undead units as well.

Baalz January 16th, 2010 04:28 PM

Re: Tomb Kings: The Honorable Dead
 
Yeah, I've been wanting to play them, I'll probably do so in the next mod friendly game I join.

Trumanator January 16th, 2010 07:32 PM

Re: Tomb Kings: The Honorable Dead
 
Guide updated with suggestions.

Trumanator April 8th, 2010 04:20 AM

Re: Tomb Kings: The Honorable Dead
 
It has come to my attention that Jurri has managed a feat with the Tomb Kings thought impossible. He has managed to become the first player ever (to my knowledge) to field a quadruple 9 bless. Imprisoned Baphomet, F9W9E9S9 T3S3H3D3Mis3Dr2 dom5. Congrats to Jurri, and if anyone wants to try an absolutely insane and scary strat that epitomizes "high-risk high-reward", then here you are!

LoloMo April 8th, 2010 04:42 AM

Re: Tomb Kings: The Honorable Dead
 
Which game is this? Would be interesting to read the AAR on this one!

Frozen Lama April 8th, 2010 11:46 AM

Re: Tomb Kings: The Honorable Dead
 
Where else would it be but one of Sombre's insane casual games! come to irc and ask about Spumbum! in fact, i can tell you all about this undead menace :)

Baalz April 14th, 2010 04:56 PM

Re: Tomb Kings: The Honorable Dead
 
I didn’t want to take away from Truman’s nice guide, but I did want to go into a bit of detail on my experience with the Tomb Kings which differed from his suggestions.

First off is a fairly fundamental choice you need to make on how the nation is going to be played. The large number of good sacred units (recruit everywhere!) along with good sacred mages does hint strongly to go for a good blessing. The thing is, you’ve got some really good non-sacred choices as well once you consider your national spells, and your higher end stuff (tomb king thugs, bone scorpions, Ushabti avatars) don’t really get much scarier with a bless. A double or triple bless costs you an awake pretender and scales, and even a single bless will usually cost you some diversity as you pick something for the blessing rather than to supplement your nation - along with pumping your dominion higher than you otherwise need it. Lets see how the nation looks once we take the necessity of a bless out of the equation.

For this nation, you really don’t need a whole lot of diversity, but you do have a bunch of expensive and resource intensive units, so nice scales are very welcome. Your national buffs transform your tomb guards into very efficient indie clearers, who can actually be more effective in combat than dual blessed buried. Counterintuitive? Well, consider that tomb guards are almost half as expensive as buried. Sure, they’re non-sacred status means upkeep will cost you longer term but for the short term you’re fielding twice as many troops. Thing is, you’re actually fielding more than twice as many troops because you’re now free to take production-3 scales and are not constrained by your dominion score holy limit. The tomb guards swing with a nice falchion, and after your national buff are connecting with 22 points of damage on a 12 attack. Their extra 6 points of body armor (compared to the buried) is actually very noticeable once you start stacking your national protection buff along with legions of steel along with your national regen buff. If your good scales build lets you field 3 times as many tomb guards as you would double/triple bless buried its not hard at all to see them perform comparably and even superiorly in many situations. Having more (non eating) troops helps out in lots of situations from storming castles to just making it take a lot longer for enemies to make it through your lines. Endurance is one of your real strengths that I’ll get more into in a bit, more troops are much better from this consideration.

The thing about Nehekhara is they’re very different than other undead specialist nations because they don’t really do chaff (at least not the kind you don’t summon on the battlefield). You don’t have any easy way to reanimate hoards of free longdead, but you do have lots of tools to make the undead you get much better. This has a concentrating effect which can be very bad when undead counters come out because it concentrates their effectiveness too, but it also means that every undead creature in the game is much better for you than it is for any other nation. The Nehekhara buffs are much more effective for melee than any other nation’s undead buffs. Protection, strength, and regen…along with long range healing spells – heck even mild skellispam becomes a formidable force. What’s better than skellispam though is when you start doing things like heavily buffed ghosts and wights with very little research.

Be careful though, this is a double edged sword. Your undead are so much more effective than anything else that you won’t want to recruit anything else. This. Will. Bite. You. Once you face somebody with just 4-5 herald lances and boots of quickness you’re going to be appalled at how fast your forces are decimated (do the math – that’s about 90 guys incinerated before you can close to melee…and you don’t have Ermorian numbers of troops!). Once your opponent sets up even a modest little communion and starts spamming wither bones all your nice super undead are going to be wiped out before you can even start swearing. Its not gonna matter how many guys you field when it starts raining cleansing water from just one W9 pretender (or a dozen W2 ones). Even fairly early anybody with D1 mages they can spare for the battlefield in any numbers are going to make you wish you’d never heard of dust to dust, likewise with solar rays….10 fairly cheap mages can make battles prohibitively expensive. As I said before, you really shine in endurance but that advantage goes away pretty fast if the enemy just kills you too fast. This is another of the reasons I think excellent scales will serve you better than a big bless – it lets you pretty easily diversify into non-undead indies. Lizards, knights, amazons…just watch for the cream of the indies and put castles up there. With production-3 scales they can be a significant portion of your troops that you’re very happy to have when your enemy gets tired of your supercharged undead and does something about it. Don’t neglect more ordinary maneuvers – legions of steel and weapons of sharpness can bring plain old indie infantry up to a reasonably scary force.

That’s not to say you should ignore your very solid national advantages. Particularly in the early game/expansion phase leaning on your awesome undead is going to give you a phenomenal opening. If you’re not going for a bless, there’s one pretender in CBM that I think stands head and shoulders above everything else for Nekhara, and it doesn’t have pincers. The Lord of the Gates generates free shades and shade beasts – which just like all other undead get supercharged. You’ve got some wiggle room, but I like squeezing nature in on him to, which will eventually get you into llamia queens, which will get you into bone fiends, which will get you into nearly Ermorian levels of undead only buffed to real scariness. But that’s further down the road, it also diversifies us into N and by being awake gives us a pretty amazing initial expansion.

As Truman points out, it’s easy to get one reanimator by prophetizing your initial scout. 1 free reanimator + freespawn from your pretender + production scales + national buffs = 1 indie clearing expansion party per turn. The shades do AN, MR-resist damage so they’re pretty darn effective against heavy cav and such. You’ve got great composite bow archers for clearing barbarians, lizards and such along with tower shields to catch unfriendly fire – you pretty much shouldn’t have any trouble expanding among the fastest nations. Your national spells will carry you a good long ways with no research – there’s no reason at all you can’t go through your first war quite successfully with no research at all (so long as you’re not facing heavy undead counters).

The best part about that explosive expansion is that about half of it is freespawns – you're just not dumping that much money out. Castle up (paying attention to the indies as I suggest) and those production scales will let you field impressively large armies very early – which are distressingly strong if your opponent is not well prepared for them. This is one of the keys in the early-ish game, a long slow cold war build up is a killer for Nehekhara. Ideally you don’t want your opponent pulling for good undead counters until after you’ve already poured over his border. Obviously that’s easier said than done when you’re expanding at the top of the pack, but still keep in mind that the longer they’re stockpiling herald lances and pushing for that nasty research the more painful it’s going to be for you. Time is not your friend.

That doesn’t mean that you’re weak as the game wears on, just that your gameplay has got to change significantly as the game goes on. It’s kind of like basing your early game on elephants – at certain point the counters are just too effective for your early “main” troops to carry the day. Indies – particularly the stronger ones are going to be nice supplements, but they’re really not going to beat down the best elites most nations are bringing to the fights. Let’s take a look at some of the tools in your toolchest (I’m repeating some of what Truman said in building an overall picture).

Tomb Kings. Well, duh, right? Well, this guy bears a bit of consideration. First off, he’s not undead. Yep, that’s right. Likely a design choice to keep them from reanimating but still this is an important strategic consideration as your opponent starts dropping anti-undead ordinance. The thing is, this guy does many things very well but thuggin’ aint one of them. First off, disabuse yourself of the idea that he’s immortal – he’s functionally not. An immortal is a guy you can use very aggressively because you don’t care if they die, but that’s certainly not the case for the tomb kings. Their second form (which they get when they die the first time) is drastically weaker, and while it’s truly immortal you’ll have a pretty tough time using it as a thug. Secondly, they just don’t have enough hitpoints to make it as a thug without mistform. To really be a reliable thug they need a lot of research and equipment which puts them as effective thugs about the time real SCs are coming out. Once you can give them starshine caps & coins, or air helms so they can jump around and they’re soul vortexing and phoenix pyring then they can be pretty nice raiders, but they just have to work a lot harder at it than first rate raiders like Eriu and will never be SCs like other 500 gold recruitables.

They are, though, army demolishers as long as you don’t ask them to do something they can’t. Instead of slapping a fire brand and golden shield on them, slap a skull staff and starshine helm, and once you get a couple rings of sorcery to pass around things get very, very interesting. Nehekhara PD is pretty good with lots of archers and morale 30 so consider some of the following with tomb kings doing the heavy lifting, buried sorcerers doing the grunt work and tomb priests lending the skellispam and buffs.

Wind guide + flaming arrows is not hard, adding in a few destructions is almost gratuitous…but too fun to skip.
Darkness is also easy, and all your archers have dark vision (while most of the enemy artillery probably doesn’t)
Soul vortex with some bodyguards = a lot of skellispam.
Corpse candles and willow wisps are great at tying up enemy artillery so your undead doesn’t get blasted as fast. You can buy yourself a surprising amount of time by stringing out and casting this a couple times each turn while you rotate your sorcerers through other spells. Corpse candles in particular are great as each casting gets you 5 of them, so for those big fights its not hard to have 10 showing up on the flanks each turn for the first few while spewing falling fires or whatever.
Rigor mortis stacks nicely with heat from hell in your heat dominion. Your undead don’t have heat resistance, but they’re immune to the rigor mortis so the bad guys pass out well ahead and none of their artillery mages can run away (spell casters pass out pretty quick). Summon earthpower and some reinvig items (your pretender got you into N) along with a skull staff and you can have darn near never ending skellispam while your casters are immune to the anti-undead stuff that’s raining down but the enemy is passing out. Note: your non undead casters by default are not immune to the fatigue, but they’ll be fine with that hefty reinvig. Oh, your troops are enc-0 as well, further tipping the fatigue rate as the enemy starts swinging at them.
Fire elementals fold brilliantly into this strategy, slap them with iron warriors as long as you’re at it. Bad guys will be scripted to blast undead while these guys burn merrily through their rapidly passing out ranks followed by more skellispam to help them mop up. Things get real nasty, real fast and most of the anti-undeadary is not going to be able to do much at long range in darkness (you’ve got everything you can set all the way back on your side) so the advancing enemy melee rapidly finds itself without much support.
Add penetration boosters (rune smashers are a great win if you can line them up)
Wind of death with penetration then retreat (no reason to use just one caster) = *NASTY*
D4-5 casters with penetration spamming shadow blast = *NASTY* (this spell scales well with mage power)
Soul drain + repeated bone grindings = *NASTY*
Eye of aiming + aim/wind guide + banefire = *NASTY* (for the big targets)

So, as your research ramps up, attacking into your stout PD becomes very, very painful. By the time the anti-undead artillery is done chewing up your PD your skellispam is shuffling forward all the while your mages are wreaking havoc. Your one-two punch with the fatigue damage means enemy casualties are high when the route. You’ll want to stockpile some winged boots and just have squads ready to jump in and support the PD you pump up in the face of enemy aggression…they will get very frustrated. Thugs/SCs get bane fired or drain lifed, big armies get groin kicked by one of many different angles and all those fancy anti undead muscle can’t even clear out your (mage supported) PD.

On the offense, you’re going to have a bit more trouble in the face of bad anti-undeadery. Depending on what you’re facing buffed tomb scorpions may be fairly resistant and smushify people fast enough to keep from being toppled – particularly if you use some diversion tactics and buff the scorpions well. Ethereal & luck along with a gift of flight and the national regen spell will make your scorpions go a lot further.

The scorpions are good, but I don’t find them near as awesome as many people seem to on first glance. Sure they’re good if you use them in their niche, but they’re too easy to counter and pretty expensive when you do. Crushers won’t hurt them, but they will do an excellent job of holding them still while lighting or just man’s cross or piercers or visions foe or thunder bows tear them up pretty quick. Holy scourges/flambeauxs will pop them on any light thug. Their MR is fairly low compared to thugs, so a couple guys spamming control the dead will turn them back on you. Also, their protection and regen isn’t *that* good, any top line infantry will tear them apart relatively easily. Use them conservatively as special forces and they’ll do well enough, but if you lean on them too heavily they’ll let you down. Actually, what I prefer is to use behemoths. For the cost of a mage to cast iron warriors you can get 3 times as many behemoths for the gems, with 3 times as many hitpoints, 3 times as much regen and 3 times as fast smushifying.

Servants of Horus are pretty nasty if you’re fighting most of the non national SCs (demons/undead), but otherwise they’ll mostly be pulling linebacker duty so your mages can blow apart the guys set to demolish undead (which your indie heavy support can do just as well).

Anubites are not bad, but I’ve yet to be in a game where I’m wondering what to spend my E gems on. In a pinch you can use them but you’ll probably have better leverage using your E gems elsewhere.

Ushabti pretty much the same.

Ushabti Avatars though, these are some nice SCs. Not undead so they can trounce in and shove some herald lances back…um, well you get the idea. In my game I got a couple W/N combo avatars which added a nice foul vapors addition to my undead armies.

As you pull into late game, assuming you’ve leveraged into a bit of blood via llamia queens I already suggested bone fiends but don’t neglect some other nice support that opens up. Blood rain stacks with wailing winds very nicely with morale-30 troops and there’s not really any reason not to take death-3/heat-3 scales to give a pretty good chance of starving enemies. My real goto for your blood economy though is Lifelong Protections. You shouldn’t have too much trouble getting to the point to crank out one or two per turn and they work *great* in combination with iron bane and a bunch of archers – the imps knock off the armor and keep the enemy from advancing very quickly to the archers while the archers rain down death on their naked pink bodies. Seems expensive, but just try a couple battles with a half dozen lifelong protections in play and you start seeing how overwhelming they are – its just like skellispam, it’s all about critical mass. Even better, they complement skellispam very well and do a great job of adding to your screening attempts for your undead – particularly as you’re leveraging darkness. 4-5 lifelong protections on 4-5 skellispamers is a pretty considerable flow of darkvisioned troops, and if you bring 10 for a big battle it generally doesn’t matter what undead counters they brought. (hint, all your troops are immune to half of your rigor mortis/heat from hell combo as well as freshly streaming in at 0 fatigue). They can blast all the cleansing water they want, once they pass out your guys are still piling up to tear the flesh from their bones. Quagmire will help you with this effort to, supplied by those same llamia queens.

Fighting imps off in the darkness, passing out from the one-two (three) fatigue punch, corpse candles constantly streaming in on their flanks with winds of death, soul drain and bone grindings blowing away their armies and banefire uncannily sniping their SCs. Shadow blasts carving chunks out of their lines and neverending skellispam overwhelming the stoutest troops and most heinous undead counters. While time isn’t on your side strategically, it certainly is tactically - your tireless troops will be marching right over the smoldering and stiffening corpses of their enemies pretty much regardless of what they’re fielding.


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