Acerak's Guide to the Undead
by -=-Acerak the Lich King

Purpose

To take a look at the Undead, and give some tips on how to build them into a frighteningly effective team (as opposed to a frightening, but INeffective team).
 

Players

Mummies
STRENGTHS: A 5 ST is pretty nice for a starting player. Beginning your career with Mighty Blow is pretty nice, as well. A Mummy also has a pretty good AV (9). Mummies can also select Strength Skills, so this is a plus. Also, at 100K, this isn't exactly an expensive player.
WEAKNESSES: A decided lack of mobility (3 MA and 1 AG).
Wights
STRENGTHS: Wights start with Block, and are no worse than an average player (with Regeneration, to boot).
WEAKNESSES: Wights are overpriced at 90K. Also, they can only take General Skills, which means they are not - I repeat, ARE NOT!! - pain-dealers by any stretch of the imagination. Since you can only get 2 of them, you can't rely on #s.
Ghouls
STRENGTHS: Ghouls are catcher-types with good MA (7), high ST (for catchers - a 3), and a useful starting skill (Dodge). They're also cheap at 70,000 Gold Crowns apiece. You can also have 4 of them.
WEAKNESSES: Ghouls do NOT Regenerate. This, coupled with the lack of an Apothecary, makes Ghouls extremely vulnerable.
Skeletons
STRENGTHS: They're cheap - for 30K, they're easily replaceable. At a MA of 5, they're about on par with an Orc for mobility.
WEAKNESSES: Plenty of 'em. A 2 AG, to start with. A 7 AV, for enders.
Zombies
STRENGTHS: They're cheap, and have at least average AV. You can't get ST-3 players on any other team for cheaper than 40K.
WEAKNESSES: Their MA is atrocious (4). Their AG is equally inane (2).
 

Starting Roster

I never start any Undead team off any differently:
2 Mummies (Stationary Death) 200K
2 Wights (Undead Linemen) 180K
2 Ghouls (Breakables) 140K
3 Skeletons (Frail Garbage) 90K
3 Zombies (Slow Garbage) 90K
3 Rerolls 210K
Fan Factor 9 90K
Total 1,000K

This does quite a few things. For one, it gives you 12 players. Even on an Undead team, you need 12 players - many players have weak AVs, and the Ghouls can't be counted on to be protected by Regeneration.
You also start with 2 Mummies and 2 Wights, so you have people who can take care of themselves (the Mummies can take care of the other team's players, too, though in not quite the same manner>;). The Ghouls can do all the ballhandling, occasionally giving it to the Wights if need be. (Never be afraid to let a Wight handle the ball.)
This also gives you the best possible foundation for the long haul, because you start with the maximum allowable Fan Factor, which will allow you to buy up the other Valuable Thing on an Undead Team [tm]: Rerolls. Starting with 3 Rerolls will help TREMENDOUSLY. Undead players aren't exactly buried beneath the weight of their stats or skills, if you know what I mean. One reroll for Picking Up The Ball each half leaves you with a couple extra to help out with that Mummy's double-down Block roll, for example, or that critical Foul.
 

The First Game

Don't worry about the fact that Orcs can outhit you. Or that Skaven can outmaneuver you. Or that Elves can get away from you.
YOUR TEAM CAN PLAY THIS GAME. I can't possibly stress this enough :) Most teams won't be able to handle your front line (2 Mummies and some Zombies is usually sufficient).
PLAY AS MANY PLAYERS BACK AS YOU POSSIBLY CAN. You can't afford to get outflanked, but if you keep a Wight free on each end to Blitz anyone deep, and have some Skeletons handy to move up where needed, and keep a Ghoul around to pick up the ball when it pops loose, you'll be able to play a quick transition game that will work wonders.
SKELETONS AND ZOMBIES ARE THERE TO TIE UP THE OTHER TEAM'S USEFUL PLAYERS. When I coach the Undead, a Zombie always attaches himself to a nearby Troll. Or an Ogre. Or a Minotaur (ESPECIALLY a Minotaur). Or a Black Orc. Or a Chaos Warrior. This forces the other team's hitters to key on your lesser players, while your good players (ie., any non-Skeleton or non-Zombie) key on HIS good players. This is one reason to keep Skeletons and Zombies a few squares back from the line - once your opponent spreads out (he'll do this often, since it works against your low MA), you can be selective in this regard.
Use Skeletons to Foul anyone of any value who falls on the ground. Do this often, and make sure you have a reroll handy :)
 

Skill Selection
 

Good skill selection is essential for any team hoping to rise to the top. With the Undead, this is doubly important, as your players have many weaknesses.
Minimizing weaknesses, of course, is also important. Some good skill selections:
MUMMIES: Block is of critical importance, but it should be taken SECOND. Mummies are your only source of pain (Mighty Blow) that can be counted on on a regular basis. Because of this, you need to use that MB *EACH AND EVERY TURN*. In order to help accomplish this, you give them Frenzy. Frenzy also helps with their limited MA - it can always be used to get them back into the play. Because of their 5 ST, Mummies can often Frenzy into one or two opposing players and still get a two-die Block. Guard is a good third skill, though Multiple Block is also nice.
WIGHTS: PRO is the ABSOLUTE FIRST SKILL FOR A WIGHT. Nevermind Sure Hands. Nevermind Strip Ball (though you should get that later). Nevermind anything else - a Wight needs to be versatile, scoring AND blocking, and Pro is the weapon of choice for the versatile player.
Use Pro on anything and everything you can. Other good skills for a Wight? It's hard to say. Without a stat increase, you should probably play for something generally useful, like Strip Ball. Any doubles roll should be used for Dodge, and NOT Mighty Blow. Wights make good hasslers, but are NOT effective hunter-killers. Dodge has MANY more uses, especially since you already have Block.
If you can get a stat increase in your first two rolls, it might help you decide on some other skills: Frenzy for ST-4 Wights, Pass Block for AG-4 Wights, and Shadowing for MA-7 Wights are all good examples. Leader is a good Wight skill, too, although it shouldn't be taken until the 3rd skill (or 4th, if you're that lucky).
GHOULS: One Ghoul will need to be your ballhandler (absent Allies), so one needs to get Sure Hands and Block (any doubles roll is spent on Pass). Ghouls can be given any number of skills. The only rule of thumb, really, is not to make them all the same. Make one "speed burner" with Jump Up, Sprint, and Sure Feet, for example. Make another "possession receiver" with Catch, Block (he holds onto the ball once he's got it), and Sure Hands (it gives you another runner/ passer, and he can't be Stripped). Finally, make a "Guardian Ghoul" with Diving Tackle, Block, Frenzy (if he gets ST-4), that sort of thing. This gives you versatility.
My own suggestions for Skeleton and Zombie skills follow:

Skeletons & Zombies

Skeletons and Zombies are the "role-players" of your team. When selecting a skill, keep the following in mind:
Zombies and Skeletons can't be expected to dodge anywhere, so Dodge is out on a doubles roll. While it might help the player avoid being knocked over, its overall usefulness will be limited.
Zombies and Skeletons have no MA. "Shadowing" is right out :)
Know the limitations - Skeletons have a 7 AV. Zombies have a 4 MA.
Skeletons
Originally, when my "Cowboys From Hell" were started, I had the following goals for Skeletons and Zombies:
SKELETONS: Get Dirty Player, followed by Pro and Block. Kick as many players in the head as possible.
ZOMBIES: Get Block and Dauntless as fast as possible, and play on the front line, taking down Black Orcs, Ogres, and the like.
However, as time went on, I became unsatisfied with the basic results. I like versatility, and even though some of my favorite players of all time have been DPs, the fact remains that a Dirty Player doesn't have a whole lot of range.
Since then, I've modified my goals a bit. Skeletons make good Foulers for the following reasons:
THEY'RE CHEAP. Since your opponent is likely to key on any DP or Fouler you may have, making it an otherwise "useless" player is a good idea (because it takes pressure off of your better players).
THEY HAVE A 5 MA. Compared to a Zombie, a Skeleton is an Olympic track star ;)
Note also that Skeletons CAN'T take a lot of punishment, owing to their weak AV.
As noted, I grew disatisfied with my DPs. Mighty Blow, I thought, would be MUCH more useful, since not every Skeleton can Foul every turn, of course.
But Mighty Blow required doubles. What would I do in the meantime?
PRO: As another Necromancer noted, Skeletons and Zombies are only going to get SPPs by getting casualties. While Block will help out a bit, the fact remains that Block won't help you get many more Casualties - it just keeps you from becoming a Casualty yourself. Pro can be used on Fouls *and* on Blocks, and - especially with 2-die Blocks - is a lot more useful than the Block skill for gaining SPPs.
If every Skeleton has Pro instead of Dirty Player first, a lot of otherwise useful rolls are not "wasted" - like AG +1 on a DP, for example. Or MA +1. Or ST +1 (who wants to be walking around Fouling with their ST-4 Skeleton?).
After Pro, you should use any doubles roll for Mighty Blow - this can be used on Blocks AND Fouls, and is thus a lot more useful than DP. If your second roll is normal, try Block - Block & Pro work great in tandem. If you come up with a stat increase, you can try something else: Frenzy on a ST-4 schlep (like a Skeleton) is always great. A MA bonus or an AG bonus is going to be a little harder to work on, since the skills that work best with each - Shadowing and Pass Block - are offset by your abysmally poor starting stats. However, these might be worth trying out all the same - after all, you'll have Pro to back you up.
Tackle would probably work well on a Skeleton, too, since some of them can play "linebacker" and attach themselves to players with Dodge.
My best Skeleton had Dirty Player, Pro, Block, Kick, and Dauntless (because large players tended to wander near him in an attempt to kill him:).

Zombies

Zombies do NOT make good Foulers, largely because of their immobility (4 MA). However, Zombies DO make good supplements to your front line - if you know how to work 'em.
While I am the greatest proponent of the Pro skill I've ever come across, I do not - repeat, DO NOT - recommend giving Pro to a Zombie. There simply isn't enough they can do with it besides reroll Blocks (since they can't Foul well).
Zombies make great linemates for your Mummies (my Wights don't play the line). As such, BLOCK is an absolute first for any Zombie.
Because most of your opponent's larger players will be on the line, DAUNTLESS is another must for a Zombie player. Dauntless works best against Black Orcs, Chaos Warriors, Bull Centaurs - those types of players.
Most Zombies, to be painfully honest, won't ever get a third skill roll, so I wouldn't be so concerned about it. If you would actually get that far, I might recommend PRO (for help with Dauntless blocks), or possibly TACKLE (if your league is particularly pointy-eared, if you know what I mean).
Any doubles rolls are best spent on GUARD. A couple of Guards on the front line make it difficult for your opponent to open up by having his Ogre spank your Mummy. Any Zombie can then actually be valuable when he spends his 4 MA to stand back up (3 MA) and get back up to the line (1 MA).
Don't worry too much about Mighty Blow, unless you're lucky enough to get a second doubles roll (in which case Stand Firm wouldn't be too bad, either).
Stat increases, sadly, are mostly wasted on a Zombie. A MA-5 Zombie should probably be retired to your coaching staff, to tell you the truth. An AG-3 Zombie DEFINITELY belongs there (where's he gonna go with his 4 MA?). A ST-4 Zombie, however, is a gift from the Dark One, and should be treated accordingly ("30K Black Orc! Wahoo!";).
IN SHORT: Don't worry too much about these players. They're only there to help support the rest of the team.
 

Other Necromantic Notes

Try to keep 15 players on your roster - never 16. This is the cheapest way to increase your assistant coaches (you simply raise a dead player, put him on the roster, and retire him at the end of the game).
I think that's about all I have to add on that particular subject.
Happy haunting!
 
 


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