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.
Melee Skill for mobs inferred from Melee Defense of brothers (after taking into account diminishing returns) and hit threshold displayed in battlelog of full release version 1.1. Credits to Laiseurjika for helping with tests.
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)
Cannot use necromancy skills once engaged in melee.
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.
Difficult to hit in melee. Very high base melee defense (30)
Has PERFECT base ranged defense (>77, for all purposes it might be something ridiculous like 999 because it doesn't seem possible to have more than 5% to-hit chance, even in swamps)
Has about same movement capacity as most mobs but does not appear to be slowed by rough terrain (ie swamps).
Uses a melee attack that bypasses all armour, swaps to this melee attack if there are no more brothers nearby not fleeing.
Above average melee skill (about 65)
Very low HP (<38). Killed by any blow as they do not have any armor. Head strikes deal critical damage as usual.
Use a brave (high Resolve) team member perked with Rally the Troops (Sergeant), to avoid panic and fear
Use brave or perked (Fortified Mind) team members with high Melee Skill to engage in melee (better with easy to hit weapons like Spears and Swords)
Have at least one Mercenary with Rally skill
Note: it is still possible (though increasingly unlikely) for morale to drop via Horrific Scream with resolve values of 95-119; but suddenly, when you reach a value of 120 resolve (i.e. 96 plus Fortified Mind, or 87 plus Fortified Mind plus the Sergeant's Sash), you become immune to geists and they no longer even attempt to terrify you with Horrific Scream!
Wardogs! Geists will prioritize Wardogs with their Scream ability, and Wardogs are very capable of killing Geists.
Have your Sergeant take his Company Standard out by the end of the 2nd turn to apply a resolve bonus before the Geists' first scream.
By using the Adrenaline perk at opportune moments (i.e. when there's an opening and no danger of being surrounded by Fallen Heroes with greataxes), spear-wielding mercs with relatively mediocre resolve and melee skill will have at least half a chance to kill a geist before it gets another chance to do any spooking