Zombie Army 4 Dead War Review WCRobinson
Zombie Army 4: Dead War Review
As I have read, multiplayer games have the ability to freeze the main selling point of a game that had the opportunity to come through unpleasant problems. Specifically, it has the ability to make the nuances of the game's art reborn into essential skills, especially if you make a significant proportion of the barrier to entry, as, for example, was in the last year of lock and isolation; it has the ability to connect through free play and/or crossplay (e. g. Brave or Spellbreak), or, in the case of Zombie Army 4: Dead War, to be available on PlayStation Plus and Xbox Game Pass - subscription services pass. Indeed, when two friends and I heard that Zombie Army 4 was actually being added to PS Plus along with Days Gone - in this month's sort of zombie set that has apparently been withdrawn - the cooperative nuances interested us for what, to download and play a collaborative arcade third-person shooter. It is absolutely absurd and scarlet around the edges, but does not provide at least a bit of fun and has a surprising depth of content. The game Zombie-Army from the makers of Sniper Elite, Rebellion, is an effective spin-off of this series, and mechanics focused on sniper rifles (which you will have a chance to think about) are used in a zombie environment. The plot tie-in lies in the fact that Hitler brought new life to the dead as the last road at the end of the 2 universal war - if it is your first skill in Zombie-Army, as it was with me, you may be wary of shortcomings about the perception of the plot up to this stage. At the very least, the game shows that Hitler is stuck in another dimension after the previous game (which, as I said, is ridiculous) and is trying to return. Otherwise, the key is basically the nobleman informing you that zombies are actually there and what you need to do to shoot the zombies. The plot is not difficult, but in this IRGE under the title of Zombie Army 4: Dead War, I believe, it is clear that you are not really coming for a difficult multi-layered plot, but having a funny time shooting at zombies is very possible with friends, and as a result, this is just instant gameplay, so it turns out to be the most necessary nuance.
Back Again
This IRG has three main modes: the main campaign, which continues the plot about the aforementioned return of Hitler and the red-faced zombies brought to him; the Horde Wave-regime, in which you fight increasingly complex enemies; and the weekly challenge, which recently gave the Horde-mode original modifiers and special benefits to pass. Basically, whatever you choose, it seems that you control one of the remaining four characters in a third-person performance through the shoulder. At your disposal - a main sniper pistol, a secondary pistol (submachine gun or shotgun) as well as a revolver for the reckless factor. On top of that, in case of the latter need, you can still apply close combat and punches to finish off defeated opponents. Finally, you have a set of three options, a timer at the bottom of the screen, in the manner of Mass-Effect, which includes more powerful attacks for close combat and defeat, as well as focus/try effects for your guns. All of these collectively cannot be called extraordinary or innovative, but they give you quite a few variations to shut down the surrounding methods. It would be possible to shoot at departure, but what would be interesting, for example, when disembarking?
What sets Zombie Army 4 apart from many other jokes about zombies running around and shooting guns is that the DNA of Sniper Elite runs through the entire game, forcing you to handle guns first. Substructures and shotguns are placed in the second slot, which is a clear indication of this, as is the way these weapons run out of ammo quickly. You are quickly taught to prioritize sniping, but those who don't like using the scope can easily aim with the press of a button, even if you are not in a good position for close-quarters combat. In addition, sniping is fun because of the animation of bullets flying across the map, complemented by x-ray images of which parts of the enemy's body have been penetrated (some parts are not so nice...!). The Sniper Elite series is known for such personnel, so it is not surprising to see them in this game, and they give the game a unique flavor. What sets Zombie Army 4 apart from many other jokes about zombies running around and shooting guns is that the DNA of Sniper Elite runs throughout the game, forcing you to handle guns first. Substructures and shotguns are placed in the second slot, which is a clear indication of this, as is the way these weapons run out of ammo quickly. You are quickly taught to prioritize sniping, but those who don't like using the scope can easily aim with the press of a button, even if they are not in a good position for close-range combat. In addition, sniping is fun because of the animation of bullets flying across the map, and is complemented by an x-ray image of which parts of the enemy's body have been penetrated (some parts are not so nice...!). The Sniper Elite series is known for such personnel, so it is not surprising that they appear in this game, and they give the game a unique flavor. What sets Zombie Army 4 apart from many other jokes about zombies running around and shooting guns is that the DNA of Sniper Elite runs through the entire game, forcing you to handle guns first. Substructures and shotguns are placed in the second slot, which is a clear indication of this, as is the way these weapons run out of ammo quickly. You are quickly taught to prioritize sniping, but those who don't like using the scope can easily aim with the press of a button, even if you are not in a good position for close-quarters combat. In addition, sniping is fun because of the animation of bullets flying across the map, complemented by x-ray images of which parts of the enemy's body have been penetrated (some parts are not so nice...!). The Sniper Elite series is known for such personnel, so it is not surprising to see them in this game, and they give the game a unique flavor.
Along with the sniper, the decisive factor of Zombie Army 4 is how the combo-system and it affect each level performance. Each time the zombie is destroyed, the combo counter increases, and in order to maintain it, you must always hit the hit without hitting (even if it is a fatal wound). If you aim to get as many points as possible in each zone and get a gold evaluation, this is a necessary method, focusing on maintaining the combo, so even in low complex modes, you will feel more tense. In single games, you can plan tactically to avoid losing your comics, but in mult i-user games, you get a completely new dynamics. The number of zombies is not so large, and for those who like to compete, they have to fight to catch zombies first and protect the combo! At the end of the level, your statistics will be displayed on the leader board and you need to maintain your reputation ... or a group alone, if you go to a more complicated level, take a step down to take safety measures. You will enter into the middle of the event and save a combo or stand on a subtle line. This may look like the extra side of the game, but without a component and a point, Zombie Army 4 would have lost most of its essential motives.Submit attacks are suitable for saving a combo. Along with the
C-C-C-Combo!
As expected, zombies are not the only thing you have to deal with. As you progress through the game, you will face a ton of new types of enemies. Start with options like zombies that throw poison at you or tokens that explode if you get too close (this is especially nasty), then progress to hard long-distance attacks with machine guns, flamethrowers and sommers! Indeed, if you are playing in a group, follow this: friendly fire and flamethrowers turned out to be a rather bad situation, yes! Later in the game, screamers appear, allowing you to be detected by sound and encouraging secrecy, but unfortunately they are not much use to other games, and they become a very tough opposition rather than more intelligent. In Zombie Army 4, it is absolutely entertaining to play as different types of enemies rush at you, demanding you to be adaptable, not conservative, and play a key role in maintaining the pace of your combos.
All individual chapters except the final act are divided into four sections, and intervals in safe zones serve as moments to replenish stocks, put on glasses, and upgrade your equipment at the workbench. There is a pleasing depth to the gear and unlockables. Collecting sets hidden in the world for modernization or acquiring them in the process of leveling up can be exchanged for slots of modifiers that unlock new attributes for your weapon. (I speak from my own experience). Going all out in modernizing your weapon not only makes it more effective, but also opens up the final trials you need to master it. Plus, you can of course get new perks for your character along the way, giving you more health or a means of resurrection. Again, none of them are groundbreaking or genre-changing, but they have everything you need.I often felt more secure when my enemies were on fire than when they had allies.
On the other hand, Zombie Army 4 cosmetic abilities are disappointed, or it is difficult to get on. The main four survivors are quite ugly and lack originality. This is an arcade-shooting game because it would be possible to wait for a cheerful game with costumes, but it does not work quickly in a crow. The game has not paid attention to such an illusion that it can now be used with PS Plus and Game Pass (recall, Prepaid), and as a result, as a result. Recognize that it is not free to regenerate, it is, for example, disappointing that the content of content is blocked for payment. More microtransactions to leave SAULY sca n-I have a considerable number of new areas DL C-packs and a small task.
Zombie Army 4 is a great adventure over the world, from Rome to Berlin, from Rome. It doesn't make you feel the difference from a few years ago, including the fact that the dialogue of the fascinating character is difficult to hear, and the overall color scheme that is killed. There are a lot of gray and Burgundy flowers, but this is an apocalypse setting, and you can choose more luxurious options in the arcade version of the game. Overall, the demonstration is obviously unfinished, the texture is muddy, and my PS4 base is always slimy. The movement is quite embarrassing, the decision around the zombies is quite square, and the draw rotates the group at a high speed than the skil l-based one. On the other hand, this is like an arcad e-game, but it doesn't allow you to be ashamed of anothe r-element.This IRGE still has a shooting mode using interesting filters like a movie theater. < SPAN>, on the other hand, I have to say that Zombie Army 4 cosmetic abilities are disappointed or difficult to get on. The main four survivors are quite ugly and lack originality. This is an arcade-shooting game because it would be possible to wait for a cheerful game with costumes, but it does not work quickly in a crow. The game has not paid attention to such an illusion that it can now be used with PS Plus and Game Pass (recall, Prepaid), and as a result, as a result. Recognize that it is not free to regenerate, it is, for example, disappointing that the content of content is blocked for payment. More microtransactions to leave SAULY sca n-I have a considerable number of new areas DL C-packs and a small task.
Get Me A Souvenir
Zombie Army 4 is a great adventure over the world, from Rome to Berlin, from Rome. It doesn't make you feel the difference from a few years ago, including the fact that the dialogue of the fascinating character is difficult to hear, and the overall color scheme that is killed. There are a lot of gray and Burgundy flowers, but this is an apocalypse setting, and you can choose more luxurious options in the arcade version of the game. Overall, the demonstration is obviously unfinished, the texture is muddy, and my PS4 base is always slimy. The movement is quite embarrassing, the decision around the zombies is quite square, and the draw rotates the group at a high speed than the skil l-based one. On the other hand, this is like an arcad e-game, but it doesn't allow you to be ashamed of anothe r-element.
This IRGE still has a shooting mode using interesting filters like a movie theater. On the other hand, Zombie Army 4 cosmetic abilities are disappointed, or it is difficult to get on. The main four survivors are quite ugly and lack originality. This is an arcade-shooting game because it would be possible to wait for a cheerful game with costumes, but it does not work quickly in a crow. The game has not paid attention to such an illusion that it can now be used with PS Plus and Game Pass (recall, Prepaid), and as a result, as a result. Recognize that it is not free to regenerate, it is, for example, disappointing that the content of content is blocked for payment. More microtransactions to leave SAULY sca n-I have a considerable number of new areas DL C-packs and a small task.Zombie Army 4 is a great adventure over the world, from Rome to Berlin, from Rome. It doesn't make you feel the difference from a few years ago, including the fact that the dialogue of the fascinating character is difficult to hear, and the overall color scheme that is killed. There are a lot of gray and Burgundy flowers, but this is an apocalypse setting, and you can choose more luxurious options in the arcade version of the game. Overall, the demonstration is obviously unfinished, the texture is muddy, and my PS4 base is always slimy. The movement is quite embarrassing, the decision around the zombies is quite square, and the draw rotates the group at a high speed than the skil l-based one. On the other hand, this is like an arcad e-game, but it doesn't allow you to be ashamed of anothe r-element.
This IRGE still has a shooting mode using interesting filters like a movie theater.
What is more fun than looking around each area is to explore the area. As you progress, you will find a collection. Documents, upgrade kits, comics, etc. mentioned earlier. The latter is a unique cover with a zombie theme, which is a highlight for me. Although it lacks visual variety, situations and environmental design are much better, about 10-15 hours, such as vertical areas, narrow spaces, vast areas (although it may change depending on replays and difficulty). Can be experienced. There are also plenty of scenario choices. In blood fountains, it is necessary to collect zombies in the specified area, stop zombie waves, run with weapons, and sometimes add fellow elements. There is also a zombie tank, and if you try to bring your teammates back as you can see in this video, you can be very warmer (as a professional advice)!Бол во жоцавы, так как васо вамые сожые вопосы, повав навы. васо пот уасающ кола зом, котые банос бол ваш пар павапапапапапап сат аам, ганатам, иак иак дал нот сай. о ооновал, чо оторые эы могог богог посог иасага э, к, жаждал. о, на которор наде: фалая ба разочарывае вое пасос, чо в уас, соторым вам у подиос и м и и ыы готы сокой пов во, ч нау о пор. кон? ».
Final Thoughts
Иогда но посо подой б
Kings of War 3rd Edition: Undead Army Review
The "Horde" mode compensates to some extent, since you know that additional content awaits you afterwards, and while there is naturally no surprise of being able to survive waves during the campaign, you can survive waves. At the base level, you have to go through 12 waves before completing the campaign, but there is nothing preventing you from going further to see what waves you can reach. In addition, in the "Horde" mode, you no longer get tuned weapons, but instead receive new equipment upon delivery. So, instead of the usual training fee, you can try different weapons and advantages.
The game in Zombie Army 4 tore me apart, as I noticed all the problems of the game from level to level, in multiplayer at the same time. It is much easier to forgive mistakes when you and your friends are in the middle of a horde of zombies, clinging on to survive and observing hilarious moments that will be remembered for a long time. The objects that are unlocked in sudden long plays and the attractive combo-based shots contribute quite a lot in the setting, which is a credit to this game. That said, it's hard to ignore how unpolished most of Zombie Army 4 is. In fact, the plot is shallow and unsatisfying, the controls are inconvenient, and the visual design is subhuman. That said, if you can beat this crap (maybe with some friends), you'll be surprised at how much fun it is.
This review has been updated for Clash of Kings 2024. I've highlighted the clash changes in red.
Whoa, finally! This update brings some changes to the game as a whole and to specific armies. We're taking the opportunity of the DASH28 update to make some significant changes to our previous army reviews. Units have been shuffled, descriptions have been changed, and we hope that they will reflect some more clever tips for armies who've been playing 3rd edition for a few years.
Below are descriptions of the levels we're using, and at the end of each review we provide an approximate list explaining how they play.
Level-rating
Unit evaluation in Kings of War is not a lesson without flaws. By their nature, almost all units must work with other arms and are not easy to evaluate individually. The exercises provided will hopefully utilize the unit to its full potential within an army. It is not a simple mathematical puzzle of which unit is more cost-effective, but an opportunity to compare the size, role, and influence of units not just in one army, but across all of Kings of War's armies.
Grade S: Awarded to units that are generally grossly underrated or have a combination of rules that are far superior to other units of comparable value. Such units are often called "autocompositions" because by association they mean that each list is different from every other unit. Expect these units to be covered in future updates to the CoK book.
Grade "A": These units are some of the best that an army can offer. They are able to perform their unique functions very well, and often form the basis of most competitive lists. Despite not being considered autocompositions, they will look very good in literally any army and will become very common.
B-level: This selection of units contains complex strengths and weaknesses that make them very playable and well-rounded. These units are good for certain roles, but are powerless and will definitely not be useful in any list. In a perfect world, all units would fall into this category.
Level C: Level C units are still likely to be good for niche lists and roles, but will feel weaker than similar units in other armies. They are not at all optimal and have a good chance of being useful, but they are often seen as more of an element and more out of place than other units. At times, you will find these units in almost every list.
The Undead
Level D: Units that need a lot of love and attention. You will be hard pressed to find a role where this unit does not outperform other units. I often see units like this marked as "unplayable".
Check out the other articles in this series! Formation - Humming Haze - Value C
A Shambling Blight formation consists of 2 zombie armies with +10 points per army and a Goreblight with +5 points. Everyone in the formation gets the main text Shimmering Brilliance, both zombie armies get Iron Resolve and Phalanx, and the Goreblight gets Rally 1 and Shimmering Brilliance.
I love what this formation is doing. It's great to provide a place and reason to deal with the zombie corps! In this formation, it forms a real tar pit, survives changes with incredibly high levels and phalanx, and heals some wounds with IRON RESOLVE/LIFE LEECH.
Goreblight is the perfect unit for forming a team with MOB, and can damage the ClOAK OF DEATH and damage with Crushing Strength 2/.
Unfortunately, I think this organization is still inadequate to make the zombie corps completely effective. The huge area means that it will cost a combination cost for many days. Defense 2 means that almost all hits are converted into injuries, and the basic shooting is a greater threat. Even worse, taking THUNDERBOLT is useless for zombies, and some of the benefits of Phalanx become meaningless.
S Tier
The shooting is a big problem for undead, especially for D2 zombies, so I want this formation to be transparent. This formation is fun as it is, but it is more for the theme rather than an effective point of use.
A Tier
I don't think there is a S-layer unit in the undead. The closest is the Knights, but they are irregular and have high point costs, so they are not overwhelmed. Overall, the undead features are quite abundant benches, but there are few noticeable options.
The Knight s-Knights have an amazing power and are the ultimate hammer for the army. If it is not unstable, it is S level, but once you catch it, you have to arrange the line carefully.
They have three points, have a brutal power of 2 and brutal, and are more temperament than anyone in the army. With the flight and speed 7, it has the ability to jump over the screen, jump out of the terrain without interference, and to be slightly faster than other large Grants. There is one drawback in the flight of Wits: Phalanx. However, if it is appropriately supported because of the melee attack 3+, a blocked attack can do considerable damage.
It is more expensive than Soul Reaver Infantry, Soul Reaver Cavalry, and WEREWOLVES, but what you get at that point is sufficiently valuable.
I believe this unit is almost essential for the undead army.
Zombies - Zombies lack the ability to get up. With 2 defense and 5+ melee, they don't really have a good chance of finishing off a fight. However, "Zombie Shelves" is one of the most effective unlocks in the game. It lowers the unlock price of the Undead while adding power to the unit.
Their implementation is weak because of the global rise of small arms that we're focusing on in this game. Bows, bombs, firebolts, almost any shot is problematic for a Zombie regiment and quickly disappears from the board. Still, they're not bad, but the game has reached a point where defeating them in certain matchups makes the enemy kill cheap.
Necromancer - Like all casters in the game, this unit has also undergone a significant change. Its price has been lowered to 30 points, but it no longer has any spells. Essentially, this allows the Undead to be frozen with an amazingly favorable set of every spell that can be cast.
Generally speaking, most necromancers can get back to a reasonable and accessible 50 points by paying 20 points to get Surge 6. But I think getting Shadow Veil 2 for only 55 points will be popular.
Necromancers also play a special role thanks to their Zombie Savage Aura, and they have very good synergy with Goblights and Zombie Trolls.
Overall, necromancers have become more flexible without those pennies and are stronger than everyone else.
Zombie Trolls - With good defense, defense 5, and nerve-/17, Zombie Trolls are a great lead unit. They regularly highlight their unlocks. They have a decent downside of 18 attack and 2 shatter, but they hit 4!
Two hordes of Zombie Trolls and a Dark Mage supporting them with cheap surges and evil looks is a great start to a military unit.
Zombie Trolls are a great target for surge shenanigans, since it's not too hard to lose a zombie troll if you flank and miss a surge throw or fail to kill the unit.
Mhorgoth the Faceless - Mhorgoth made a big comeback in Clash '24. Instead of linking his previous profile, I'll just list what he has up his sleeve now:
200 points gets you the "Super Liche" profile, with Speed 7, Defense 5, Nerve 14/16, Rain 5+. Mhorgoth also gets a nice mix of spells: Bane Chant 3, Drain Life 7, Mind Fog 3, Surge 10, which are made more than any other spell thanks to the special rules.
He basically has "very inspiring" and "horror" and is wonderful. However, his decisive role is the rule of "unclean floating Archirich" (a terrible name), and he actually enters a double tempo and has the ability to advocate a different object in one spell. You can cast two spells in one move.
The range of probability revealed by the Mogos rules is quite wide. It's not cheap, but you can get a really cool caster for 200 points. I think it will be a favorite of an undead player.
Soul Reaver Infantr y-Soul Reaver Infantry that carries a huge threat. Attack power 20, input 3, crushing power 2-Dangerous for most enemy units. It has average defense, 15/17, defense 5, and is basically vulnerable to shutuani. Life Reach 2 can heal wounds, but you need to participate in the battle.
Generally speaking, it is necessary to think of appropriate helpers to help them in the battle and prevent assault if the potential is high. If you want to ruin one movement at a time, you will be able to fully help them with a helper hero and a very helpful combo unit.
Traditional common sense has declared that it is necessary to supply Fury so that the unit moves when the unit enters the battle. In fact, I realized that my last swing games tend to be the opposite side of the shooting battle, and as a result, I took more dangerous dwarf beer when I undertaken Mach's defense. And go to receive daily traffic.
It is also a great thing to do, and when you unlock infantry Soulley Bar, it is a fundamentally appropriate appropriate.
ZUINOK ICEBLOO D-Zuinok is essentially a special black magician. It has Fireball 10, Surge 8, Bale of Shadose 3, and can inspire. If you understand Zuinok, you can't arrest other original heros, because they don't really, in fact, not, in principle, all of the undead. This is because the original choice is practiced in a specific build, focusing on a specific subject.
Zuinoka's main advantages are Veil of Shadows 3, which is very important for the army to access stealth. In general, this is a spell used in this injured IRGE, following Surge and sometimes Fireball. Witch's flame is basically a more effective "Fire Ball Mizuka", but it is still not a major reason for recovering.
This card costs 120 points, so it's much better than a combination of Liche King spells. As a whole, I think Shambring will be an important negative factor while running on the board to own a project to shoot an undead. Zuinok is an important answer to this helplessness, but I think we have noticed other options due to the change of King Lich.
Revenant Cavalry-The best Revere Cavalry for the undead is a surprisingly close tank, with only 115 points in defense 5, nerve-14! You can detect danger at speed 8 and catch up with Soulleyber infantry. However, it is better not to expect that the units will actually cause damage: but the attack power is 8 and the Thunder Charge is 2 and the attack power is 4.
REVENANT CAVS can rent an exciting space as a cheaper hammer / threat, and the board is 175 points. They get a double attack and-/17 nerve bonus. It is quite difficult for the Lev Cab Regiment to get in the way of wise attacks, but at this point you have already invested a considerable amount in the unit.
The attack power 32 and the nerve bonus-24 are threats. The powerful bass often gets in the way, so don't forget to arrest Bane CHANT and increase the fatal power.
Now, Undead Standartenführer still has a D3 UNBRIDLED Charge Aura for skeletons. I believe that REVENANT CAV will provide more interesting usage to this unit!
B Tier
In fact, I think the best and best way to use them is Chaff's unit, but with wild charge, the regiment and race have a legitimate space in the army. I think.
Lich Kin g-The cheaper necromancer makes it difficult to justify Lich King. Fortunately, they were pretty serious, which led to significant cost reductions.
Speed 7, defense 5,-/14, inspiration, and 80 points. He lost 5+ of the flight and playback, and the buil t-in rush 10, but the price dropped from 155 points! Almost half price!
Richt King can use spells with a much higher chanting speed than Necromancer, and more importantly, the best attack spells, Lightning Bolt and Blizzards.
With their r e-adjustments, you can get Lich King with Heal (6) and Lightning (5) for 155 points! This is one of the cases where the ability to cast spells will surely help the unit. You can arrest Richt for both heel spells and attack spells alone, and you don't have to pay 1 yen.
In fact, I think Necromancer is more suitable for surge than any other card. However, I am very happy that the undead has the ability to apply inflation recovery.
The Underded Army's flag-flag was processed through the game, and each was given a "very inspiring" aura. I like this change and hope that more military flags will be on the table.
The undead receives the wildcharge of the D3 aura only for the skeleton. This raises the level of warrior skeleton and coat a little, but I think the Reverenant cavalry will benefit the most. If you pay 25 points, you can catch up with cavalry using the standard. Army Standard also benefits from some castrated items in the game. I think it's the best choice for Lute of Darkness for Vaincant 2 to a cavalry.
Vampires on the no n-survived Pegasu s-A vampire on Pegasus with 215 point s-A unit with excellent speed and comboguns. Speed 10, 3 attacks 7, crushing power 2.
In the case of defense 5 and nerve 14/16, it is vulnerable to shooting and hammer, so it is best to use it for intimidation from the side or jump on the dispatch squad and break it with a single blow.
It is also important to be able to participate in the goal of Detachment 1.
You can use spells, but you generally don't want this character to be expensive.
Overall, this is a reliable combat unit, but the main point of restricting it is that the no n-life character is in demand, unlike surgeons, healers, and other support casters. Is not essential for most lists.
Fire-Catapult is the best way to fight in the undead. Like other similar combat vehicles, two shots make 5 hits and ignore the barrier (but do not ignore barriers with detachments). D3+1 throwing for each shot, scratched by penetration 2 and overlooking flame.
If you use a dirty flame, you can transfer the failed D3! This is much better than just evil, which means that hit bullets from catapults are usually subject to the target.
Usually, when putting glasses in the catapult, you need at least two, mostly three, to get threat to the opponent. In other words, in order to benefit from that, it is necessary to invest nearly 300 points in the dispatch squad, but I think it is worth it.
Intimidating shooting can make your line attack your opponent who usually doesn't leave yourself. Also, when a fierce shooting battle hits the enemy, it is not only clenched to clench your teeth and move forward while taking the sparks, but you can do more.
Mummy is a strict and the best choice for a "thrilling" team. Mommy is a perfect intruder and a goalkeeper. Defensive power 5, nerve-/-18, regeneration 5+, it is quite difficult to move from the space. If you endure the hardships in battle, you can do a lot of damage thanks to Lifeleech and Rain, and if you have DRAIN LIFE and HEAL support, you can do more than anything else. Also, even if you have the support of DRAIN LIFE and HEAL. If you have the support of Crushing Strength 2, you will be willing to damage your opponent, but you will be able to attack only 12 times and you will be defeated four times, so you will not be able to defeat the opponent by itself.
I am a mummy big fan. I want something that is less damaged and more stable in case I want something similar to zombieirol. Mummy is more effective against fire, and if it is not destroyed at once, you are ready to be reborn!
Rever e-Reverenant is a skeleton tank version. The basic defense is 5 and has a strong nerves. As a general rule, it is adopted by a regiment or a horde, not a unit. The regiment is quite suitable for tasks, covering sides, and gaining unlock. However, a horde has the ability to freeze with serious help when the enemy is stuck. It is quite difficult to move from the space because there is a nerve-24, and 25 attacks, including Melee 4, give you a chance to fight back with a virtue. As a general rule, I take a horde big rat to make Life Reach 2 and further enhance the durability!
In the crash '24, there was an option to lower the defense to 4 and obtain a crushing power 1. There is no doubt that this is actually the best choice, such as how to lower defense affects the possibility of surviving. However, if you support Bainchant with 25 times and obtain a crushing power of 2, it will be quite scary.
As a whole, Reverenant is a great choice, but I don't think this game will be popular in the backdrop of the fact that there are many other similar units with the ability to engage with the undead.
Vampire Roa d-If you need a character that does damage, pay attention to him. Seven times attack, crushed power 2, hit 3-This creep is just a beast. With a duelist, it will be a big threat to the enemy character, and Life Reach 2 will make use of him. It is very important that MIGHTY can interfere with enemy units, which means that 14/16 Nerve can withstand severe attacks.
Literally, you'll want to ride your vampire king every time. The added speed is quite large.
He has the ability to "bloo d-painted anger", and the defense power drops to 4, but "crushing power" rises to 3 and "love for life" to 3. If robbed, cavalry cannot be arrested. Unfortunately, this update is pretty bad. By lowering the defense, the ghouls became even weaker, and the ability to grab the horses became slowered, which was also bad.
The probability of casting spells is high, but ghosts are very expensive when they start casting spells. The only spell I think is Host Shadowbeast.
Cursed Pharaoh (with Wings) -With wings, Cursed Pharaoh will be quite difficult, with defense 5 and regeneration 5+, it will be quite difficult to destroy him. Surge 5 is pretty wonderful and can fly and fly, so you can get true help when you see the waves of victory. The cursed pharaoh with wings is a wonderfully necessary item, but it is a little expensive at nearly 200 points.
Without wings, this character is quite stupid as a function. Anyway, it's not the most famous choice.
Goreblight-zombie-monster Goreblight, especially Necromancer gives VICIOUS, contains a list of zombies and satisfactory synergies. In particular, necromancers give visas, so they are satisfied with the synergies with the list with many zombies. A cloak of ruin is a good rule that distributes damage evenly, and if there is appropriate help, it will be easier to destroy the auxiliary unit and casters with characters and chaffs.
Reverenant Kin g-80 points are quite cheap, but every time you install it, you try to pay 25 points. Because they inspire, they can be another cheap options.
Reverenant King hit three times with three attacks and has 1 power.
In addition, it has a defense power of 5 and-/14, and it is incredibly strong against tanks for 80 points.
Surge 5 can be arrested for 10 points, and the productivity of the army can be improved.
In general, I don't often see or use Revere King, but I think it's actually quite excellent. Especially if you need a character that can play many roles at low cost.
REVENANT ONDEAD GREAT BURROWIN G-WYR M-Speed 7, close combat 4+, defense 5+, attack 12, nerve -/18, brutal, broken power 3, strike r-quite wide options. Like a giant. I think this is a very good option. Recently, I have been using two giants in my army and have created a risk of fire together with the Breath of the Essence (additional 15 points).
It is important not to hesitate, which means that there are many opportunities to run relatively faster than other undead. The strider is also suitable for softening the terrain.
C Tier
In Clash '24, all Titans receive a bonus to their Unit 2 Strength. Additionally, they receive the "Wild Charge D3" aura, giving them a 15-17" charge, potentially outperforming most cabs! There's no room for them in any list, but I think people who try them are often surprised by how good they are.
Ghoul - Ghoul is my personal favorite undead. They cost just 70 points and boast incredible speed of 6 and D3 charge. With 12 attack and 4 beats, they have a chance to do some damage, especially if you flank them. But with 3 defense and 9/11 nerve, they die quickly!
It's pretty easy to kill a ghoul squad in this game with low penetration but more giant flames.
I still like ghouls, but I think they're hard to make room for in an undead build in the current state of the game.
Undead Dragon Vampire Lord - Overall, the Dragon Vampire Lord is like almost every dragon in the game: lane, but with the best crush and melee 3 at 10. It has an attack of 10 ... She has all the great qualities of Vampires on Legs, except for an attack of 8 and a speed of 7! But she also has 4 separate spells to pay for, Enthrall (5), Heal (3), Lightning Bolt (3) and Surge (3), so she actually has a lot of chances.
Her points have been reduced to 250, which is very high. Combined with her low speed (7), she is often not worth the points. She can be fun at times, but generally, your average horse vampire will provide the same as her.
Soul Cavalry - Soul Cavalry is worth a shot in your regiment for 240 points. That's not a bad price, and you get some pretty solid offensive stats: Speed 8, Attack 20 for 3, Break 1, and Thunder Thrust 1.
She has average defenses, with Defense 5 and Nerve 15/17. Life Leech 2 is a good option for damage repair, but overall you want this unit to destroy everything in its path.
Overall, I find Soul Reaver cavalry harder to justify than Soul Reaver infantry or knights. Speed 8 is good, but it's hard to make the most of it if the rest of your army is shaky or has Speed 7 or lower.
If you want a faster hammer (and you're already giving your Knight Horde Brew of Haste), it's not a bad option, but it's not a great one either.
Plus, Clash '24 has made an effort to increase the survivability of Phalanx, and having more Phalanx on the board makes Soul Reaver infantry even more attractive than Cavs.
Wraith - Wraiths are odd units. They have 6 defense but are /12 in a squad and /16 in a regiment, making them hard to wound, but at risk of breaking after a few wounds.
With a crushing strength of 1 and 4 in a strider, combined with Shambling, Flying, and Agility, they are one of the best units to threaten sneaky Surges. But even on the flanks, they only do an average of 3-4 damage to units with defense 5, making them perfect for combo attacks and pushing units back in no time.
The speed of 7 is a little faster than infantry but slower than the others, which can make this unit difficult to use. Also, it is a little expensive for that.
Ghoulguest - Speed 6 and Wild Charge D3, 3s attack 6 times to overwhelm the enemy.
It is cheap but has a good point at 95 points. However, it has only 4 defense and 12/14 nerve, so it is easy to hesitate or die from a slight counterattack.
The inspiration is good, but it is basically a theme choice to get the Ghoul's aura, "Thunder Charge" with 20 points. Ghouls are generally just a unit, so don't use points to strengthen fragile squads.
Undead characters have many best choices, but Gasting Ghouls is effective in terms of situation. If you bring a dwarf glass shield, it will be a good option.
Skeleton Warrior / Spear Soldier-In Corps full of ordinary options, turpit, and cheap options, skeletons cannot be shown.
The zombies are cheaper and have similar nerves and damage. In the army, many units are good at unlocking and projection of threats.
In general, skeletons have no place in this army. If you need infantry rather than zombies and can do damage, take reinforcements or mummies.
You can work in the same role as the zombie: Defeat the enemy with a tar, hold the goal, increase the power of withdrawal, but just throw away the glasses every time you take a skeleton instead of a zombie ... The servant speaker has improved a little thanks to Phalanx, but not very good.
Skeleton-Copenoset has become cheaper: 100 points for the regiment and 165 (10 points cheaper). I think other options are still better. Square Warriors can lower their defensive power and get one power. So I will support defense.
As a whole, the regiment level is higher than zombies, but there is also tenacity.
Jarvi s-Jarvis turns the undead alignment into good. Most of the ally disappeared from the game, so the centerpiece of using good leveling allies disappeared.
If you take this, you will be the 120th caster with a very inspiring Bain Chunt (2), heel (3), lightning (3), and spike (8). These are all relatively average levels, but a good spell set. He can add "6" to the spell radius, which is very nice. However, for 120 points, Zuinock is the best caster, or can take King Rich and use only Jarvis models. Overall, I rarely see him before, but now I will not see it.
D Tier
Licani s-Frisky has a fast speed of 9. The crushing power is 2, the interpersonal battle is 3+, but the attack power is only 5. Except for this, the cost is quite high, 150 points.
Wolf's howling/Wolf's Howl is 25 points and get an aura (Slayer (close D3)-Beast only). However, the only creatures are Beasts, Wearwolf (violent), and Rikan (not very good). It is a purely focused choice for those who want to arrange animals on the theme.
In fact, the undead also said that there is basically a desire to get almost all of the character settings. In other words, it is even more difficult to justify that such a failed choice, for example, is the only synergy with bad variations.
Undead Great Flying Wyrm's REVENANT KIN G-This unit is a bit similar to a familiar dragon and has a profit of 255 points high. It has a normal characteristic as a dragon of flight, agility, and crushing power 3. However, it is important to reduce the loss because he has 4+ proximity.
-/18- This is excellent due to the fact that you do not hesitate. However, in fact, you will remember that the number of turns required for movement is actually smaller than the vampire dragon, except for 45 points except.
Like other giants, the giant reaches the second strength, but not enough to lend at least important space to the army.
If you need more monsters to skip coins, pay a creep on Pegasus, if you need a dragon, pay 3 bodies if you need a dragon, and if you need a bold monster, save the goggles and put the huge Revere Wilm on the Barower Wilm (attack). Power goes up!
The unit also has an enhanced Wild Charge D3 of the Army Standard, especially if you give a haste, can give attractive lon g-range flight hazards. Not only that, this unit is still expensive. I understand that all the other races of Levanant can be obtained with the same glasses.
Despac k-suicide terrorists are fighting in the army. This time, it will be offered at a great cost of 75 points. They have speed 6, agility, stealth, and in fact they can be evaluated as added to the rules. However, the defense is 2, which means that almost all hits turn into injuries.
I think Death Pack is actually a problem because it is actually an emergency (spirit has wild charge) and cannot help to fill the gap between the military speed. 。 In my experience, they are not literally taken.
Werewolves - Oh, werewolves, I took advantage of their sheer number and, sorry, every day, actually took them. On a theoretical level, they are considered another hammer of the undead. They have speed 9, agility, hand-to-hand combat 3, attack 18, all good so far. But they only have crushing power 1, which means that they have basically no chance of knocking anything off the board unless they are cut from the side.
Their average defensive properties are defense 5, nerve 15/17, which means that they are basically really variable in a shootout or right after a failed throw.
In practice, however, it is really hard to prepare them, for example, which is actually very expensive to send them out correctly.
In Crash '24, the werewolf horde drops to 235 points, and in reality, it's 20 points less. In this metric, they are on par with the Soul Reaver infantry and cavalry, and are an order of magnitude more elemental than any other infantry or cavalry.
Skeleton Archer S - Irregular, weak defense, swing - all this works against this rifle unit. In contrast to other foot archers, you can't transfer to two accounts and rent a deal. At a theoretical level, with the support of the pendulum, you can raise them at a distance and keep shooting; but you, as a rule, have a significantly more significant baggage that makes the hunt.
If you definitely want to arrest them, the Horde is right for you, but in this case, consider them faster carriers and target keepers, not units that give real losses at a distance.
I think this educational program actually made new and long-time players enthusiastic about my beloved faction. The Undead are the army with the richest selection of viable units and a number of fun characters who help and damage them. Their main incompetence is that they are relatively easy to smear and, as a result, weak to shooting. Alpha-Great still has the ability to cause problems. As a rule, I spam charges that are quite unfavorable for the opponent, but tempting, and if I get 50% of these hits and remove all the hardships, I convert and start winning, but if I beat more than 50%, everything is done swiftly.
But let's take a look at my sample list. This is a very ordinary list that I make.
Conclusion and Example List
Mummy is an unusual choice for an undead, but I like the large amount of resistances and buffs that add to the army. Born from the healing 6 of the King of Licht, they are likely to be very heavy to move.
Basically firing is from catapults, and Lich-Lightning will also be a necessary danger for the enemy, so the enemy will be obliged to recover the charge.
I like to find a tough place in the "castle" and complicate the shooting for myself by forcing the enemy to recover the charge, while increasing the chances of survival.
My main hammer, the infantry and knight of my main hammer, gives all the units to turn to the side thanks to the fact that the list is actually made. Except for this, all the units in this list are quite sturdy, which means that there is no killed kill.
REVENANT, which buried Wyrm, does not guarantee bad rescue, but is also a unit that has the opportunity to protect the side very well. I like adding a certain number of units to help my friend's friend. But with some changes, I wanted to add Revenant King to the horse and add Lightning to Lich.
Overall, this list is strict, including several hazards, and I like the number of opportunities to recover by damage. < SPAN> The two of my main hammer, Soulleyber's infantry and knights, gives any risks that do not turn to the side thanks to the fact that the list is actually made. Except for this, all the units in this list are quite sturdy, which means that there is no killed kill.
REVENANT, which buried Wyrm, does not guarantee bad rescue, but is also a unit that has the opportunity to protect the side very well. I like adding a certain number of units to help my friend's friend. But with some changes, I wanted to add Revenant King to the horse and add Lightning to Lich.
Overall, this list is strict, including several hazards, and I like the number of opportunities to recover by damage. My main hammer, the infantry and knight of my main hammer, gives all the units to turn to the side thanks to the fact that the list is actually made. Except for this, all the units in this list are quite sturdy, which means that there is no killed kill.