Undead from the game, with info about their strengths, weaknesses and tactics. Stat values given below for hp are unofficial estimates derived from analyzing battle log figures in Build 0.6.0.21. Durability of enemy armor should be exact as there is no damage overkill in the battle log when armor is destroyed. Melee and Ranged Defense stats are inferred from comparing known Melee/Ranged Skill for brothers with the to-hit % displayed on mouseover.
Reanimation of Wiedergangers and Skeletons (which have about half their original hps). Can also raise dead brothers as Wiedergangers. Reanimation can be used 2x in a turn.
Reanimation 'bashes' current hex occupant (i.e. out of safe formation)
Invigorate Fallen Heroes to allow them to attack 3x with a single-handed weapon and attack 2x with a two-hander in one turn; accuracy of Fallen Heroes also increases. Spell ends only with controling Necromancer's death or controling Necromancer opts to discontinue in the next turn. Spell will also end if the controlling Necromancer loses HP.
Practically always protected by a bodyguard, sometimes by a Fallen Hero.
Respectable base ranged defense bonus (10)
Mediocre Armor. Dark Rugged Surcoat (60). Hood/Hat (20-40).
Low Damage. Uses dagger/scramasax in melee
Low HP (50)
Mediocre base melee defense (5)
Attacks only once per turn with Melee Weapon
Use brave or perked (Fortified Mind) team members to engage in melee with easy to hit weapons
Snipe from flank of battle, or advance front line at least 2 hex, together with Archers at the back to put Necromancer in Aimed Shot range (which give +1 to range) in next turn.
Engage with >1 melee fighter. 1 to distract the Fallen Hero bodyguard; the other to engage Necromancer.
Try to shoot him down if you have ranged guys with bullseye. Two shots are enough. Even one if you hit the head.
Don't die. Seriously, this time if your men die, they will be reanimated.