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IMPORTANT
my domain: mountain pass- no surging, no dt, all chargers get half movement and lose easy breakaway.
Alright, this army can move in 1 turn, there are two groups:
Zealot
Zealot
Zealot
Zealot
Captain
Zealot
Zealot
Jaysa
Captain
Loners:
Cp
anyway, because nobody can surge and you can charge, you have the obvious advantage in melee. I chose captains because they are more pushable and can be an added threat. The CP helps against huge range armies (as i can't fill the gap with doubletime) And is a nice little healer if things get bad (the zealots are not exactly pushable)
i'm not sure if that would work out better or worse
finally, there is a rumored 2.0 zombie centaur, that may have charge (the weak doesnt, however) An army filled with zombie centaurs and a couple grave robbers, however, they might have the horseshoe speed type, which would negate any advantage...i'll just have to wait and see for 2.0