Join Date: Jan 2010
Location: Germantown, WI, USA
Dave hit it on the head. Spirit hosts w/ their Ethereal rule can be the biggest pain. They can basically negate oppponents' chaff units and hold up medium sized units for a couple of turns while reinforcements arrive. And in smaller games this is magnified as, unless you're playing against a daemon army, magical attacks are few and far between. Taking 3 at 1K you could do them all solo or drop 2 in a unit and 1 solo. Though, obviously your list needs to reflect this. I'd be inclined to just take 2, get more zombies w/ the left over points, and then create 2 units of zombies for more unit saturation. And remember, your zombies are always going to be growing at 2d6+lvl with Invocation. Hold them back a bit and let them grow. They won't kill a whole lot. Use their static combat resolution to do the work for you while the big bat screams in from a flank or the vamp's unit counters to let the vamp go crazy in HtH.