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.
For more detailed info on how to deal with various enemies, here's an excellent (but partially outdated) guide by Dialetheia.
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 single-handed weapon; 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.
Sometimes protected by a Fallen Hero bodyguard.
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)
Attack 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.
Horrific Scream ability causes fear to nearby units and makes them flee
Difficult to hit in melee. Extremely high base melee defense (35)
Virtually unhittable for ranged attackers. 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).
Very low HP (<38). Killed by any blow as they do not have any armor. Head strikes deal critical damage as usual.
Use brave or perked(Fortified Mind) team members to engage in melee with easy to hit weapons like Spears
Have at least one Mercenary with Rally skill
Wardogs! Geists will prioritize Wardogs with their Scream ability, and Wardogs are very capable of killing Geists.