What’s actually slowing this PC down?
Pick the symptom - the matching free tool is one click away.
iTechGuides is reader-supported. When you buy through links on our site, we may earn an affiliate commission. As an Amazon Associate I earn from qualifying purchases. Learn more
Skeleton Horsemen are worth recruiting when you need inexpensive, replaceable mobility—not when you need cavalry that can stand in a prolonged melee. In the 9.0.4 roster, they are a tier-1 unit with 76 speed, 5,340 hit points, 30 armour, 24 melee attack, 26 melee defence and 28 weapon strength. Their 400 recruitment cost and 100 upkeep make failed charges relatively easy to replace, but their modest armour and combat statistics make them a poor front-line answer to armoured cavalry, halberds or monsters.
Compared with other fast cavalry, they occupy the low-cost flanker and pursuit niche. Mounted Yeomen are faster for the same listed recruitment cost; Nehekharan Horsemen are tougher and stronger but more expensive; elite options such as Hexwraiths, Grail Knights and Reiksguard deliver substantially more damage or staying power at a much higher campaign price. The right choice depends on whether your immediate problem is mobility, shock damage, sustained melee or affordability.
Skeleton Horsemen at a glance
The following figures are the roster values listed for patch 9.0.4 in 2026. They describe the unit before battlefield effects such as technology, lord skills, chevrons, terrain, fatigue or temporary abilities.
| Unit | Tier | Models | Hit points | Speed | Armour | Melee attack | Melee defence | Weapon strength | Recruitment | Upkeep |
|---|---|---|---|---|---|---|---|---|---|---|
| Skeleton Horsemen | 1 | 60 | 5,340 | 76 | 30 | 24 | 26 | 28 | 400 | 100 |
| Nehekharan Horsemen | 2 | not stated in the cited roster data | not stated | 78 | 50 | 28 | 34 | 38 | 650 | 165 |
| Hexwraiths | 3 | not stated in the cited roster data | not stated | 94 | 0 | 34 | 32 | 42 | 1,400 | 350 |
These values come from TW Database’s 2026 patch 9.0.4 data. “Not stated” means the cited entry does not provide a comparable number, not that the unit has no models or hit points.
#1 Best Overall
- From the icy peaks of Naggaroth to the arid reaches of the Southlands, each race struggles for dominion. As their conquests grow, the land turns crimson, and rivers run red with the blood of the slain!
- Blood for The Blood God brings a number of gory, mature-rated effects to Total War: WARHAMMER II
What role do Skeleton Horsemen actually fill?
Skeleton Horsemen are light cavalry for jobs where contact time should be short. Their speed is sufficient to reach exposed flanks, but their defensive profile does not support sitting in a grinding engagement. Treat them as a disposable tactical tool that creates openings for your infantry, monsters or missiles.
Flank pressure
Move around the edge of the enemy line and threaten a rear charge. The threat itself can force an opponent to turn a unit or leave a gap. Charge an infantry unit that is already engaged, then pull away before enemy reserves surround you. The goal is to add impact damage and disruption, not to win a head-on duel.
Pursuit and interception
Use them to run down routing units, occupy an enemy missile unit long enough for your main force to arrive, or intercept artillery crews. Their low replacement burden makes them suitable for these risky assignments, provided you do not leave them trapped after the initial contact.
Free tools Windows power users keep installed
One-click scans. No signup required.
Screening and emergency response
A horse unit can cover a vulnerable flank, delay a pursuing regiment, or body-block a narrow approach while a slower unit repositions. This is a temporary screen: once the enemy’s heavier troops make contact, withdraw rather than trying to hold the line.
Cheap mobility: Skeleton Horsemen versus Mounted Yeomen
Bretonnia’s Mounted Yeomen are the closest comparison when the question is simply “What is the least expensive fast cavalry?” Their listed recruitment cost is also 400, while their speed is 92—16 points faster than Skeleton Horsemen. They have 30 armour, 26 melee attack, 26 melee defence and 28 weapon strength in the cited 9.0.4 roster data.
| Measure | Skeleton Horsemen | Mounted Yeomen | Practical meaning |
|---|---|---|---|
| Tier | 1 | 1 | Both are early-access mobility choices. |
| Speed | 76 | 92 | Mounted Yeomen reach targets and disengage more easily. |
| Armour | 30 | 30 | Neither is built to absorb sustained heavy hits. |
| Melee attack | 24 | 26 | Mounted Yeomen have a small accuracy advantage. |
| Melee defence | 26 | 26 | The listed defensive skill is equal. |
| Weapon strength | 28 | 28 | Neither has a listed raw-damage advantage. |
| Recruitment cost | 400 | 400 | The listed initial cost is equal. |
| Campaign identity | Undead cavalry in a Tomb Kings roster | Bretonnian mounted support | Faction mechanics and army economy determine the better fit. |
Choose Mounted Yeomen when speed is the deciding factor and you are playing a Bretonnian campaign. Choose Skeleton Horsemen when you need an undead unit that fits Tomb Kings recruitment, army rules and replacement system. The two units look similar on paper in armour and weapon strength, but they are not interchangeable across factions: campaign mechanics, technologies, healing rules and available support change their value.
Rank #2
- Empire Total War Complete Edition
More power for more money: Nehekharan Horsemen
Nehekharan Horsemen are the natural upgrade when a Tomb Kings army needs cavalry that can survive more than one contact. They are tier 2, with 78 speed, 50 armour, 28 melee attack, 34 melee defence and 38 weapon strength. Their listed recruitment cost is 650 and their upkeep is 165.
The two-point speed increase is not the reason to pay for them. The important differences are the 20-point armour advantage, higher melee defence and stronger weapon strength. Those improvements make Nehekharan Horsemen better suited to repeated charges and engagements against ordinary infantry. They still should not be treated as an elite heavy-cavalry substitute: armour-piercing attacks, halberds, monsters and concentrated missile fire remain dangerous.
When the upgrade is justified
- Use Nehekharan Horsemen when a campaign army can afford the higher recurring upkeep and the unit must return to combat repeatedly.
- Prefer them when your battle plan cannot guarantee a clean disengagement after every charge.
- Keep Skeleton Horsemen when the job is scouting, screening, chasing routers or threatening a rear attack that may never become a prolonged melee.
The choice is therefore not “old unit versus strictly better unit.” It is a question of whether the extra durability and damage will be used often enough to repay the higher cost.
Speed and magical utility: Hexwraiths
Hexwraiths are a tier-3 fast-cavalry option with 94 speed, 0 armour, 34 melee attack, 32 melee defence and 42 weapon strength. Their listed recruitment cost is 1,400 and upkeep is 350. They are faster and hit harder than either lower-tier horse unit, but their zero armour means conventional armour-based durability is not their selling point.
Hexwraiths belong in a different tactical budget. Their speed lets them reach artillery, missile troops and isolated targets quickly, while their higher offensive profile makes each successful charge more consequential. They are still expensive enough that sacrificing them for a single low-value target is usually a poor trade. Preserve them for targets whose destruction changes the battle, and avoid exposing them to attacks that bypass or overwhelm their defensive advantages.
Quick wins for a faster PC:
Scan for outdated or missing drivers - takes under a minuteDriver Scan →Clear out junk files and repair common Windows errorsFree Scan →For a developing army, one Hexwraith unit does not replace several cheap screens. It provides a high-impact specialist; Skeleton Horsemen provide bodies for multiple simultaneous tasks. Building around one or the other depends on whether your roster lacks striking power or simply lacks enough mobile units.
Rank #3
- Warhammer 40,000
Bretonnian cavalry: where armour and charge damage begin to matter
Bretonnia’s cavalry roster shows how much the price rises when a unit is expected to survive and deal heavy shock damage. All of the following figures are listed roster values from the cited 9.0.4 data.
| Unit | Tier | Speed | Armour | Melee attack | Melee defence | Weapon strength | Recruitment cost |
|---|---|---|---|---|---|---|---|
| Knights Errant | not stated in the cited entry | 84 | 80 | not stated | not stated | not stated | 700 |
| Knights of the Realm | not stated | 84 | 100 | not stated | not stated | not stated | 950 |
| Questing Knights | not stated | 84 | 90 | not stated | not stated | not stated | 1,100 |
| Grail Knights | not stated | 84 | 120 | not stated | not stated | not stated | 1,850 |
The table demonstrates the trade-off without implying that every listed statistic is available in the source. These knights are slower than Mounted Yeomen but substantially more armoured, and the roster data places them in progressively more expensive combat roles. Against a Skeleton Horsemen unit, a fair comparison is not a charge race; it is whether the cheap unit can avoid contact with a better-protected opponent.
Empire cavalry: speed is not the same as battlefield role
Empire Knights and Reiksguard are both listed at 78 speed, only two points above Skeleton Horsemen. Their armour and charge profiles make them very different tools.
Recommended Free Tools
| Unit | Speed | Armour | Melee attack | Melee defence | Weapon strength | Charge bonus |
|---|---|---|---|---|---|---|
| Skeleton Horsemen | 76 | 30 | 24 | 26 | 28 | not stated in the cited Skeleton Horsemen entry |
| Empire Knights | 78 | 110 | 26 | 30 | 21 | 48 |
| Reiksguard | 78 | 120 | 34 | 31 | 28 | 62 |
| Demigryph Knights | 75 | 125 | 40 | not stated | not stated | not stated |
Empire Knights and Reiksguard are slower than Mounted Yeomen but carry far more armour and, in the Reiksguard case, a much stronger listed charge profile. Demigryph Knights are a separate heavy monstrous-cavalry class rather than a direct light-cavalry peer; their 75 speed is close to Skeleton Horsemen, but their 125 armour and 40 melee attack put them in an entirely different weight category.
How to use Skeleton Horsemen in a battle
1. Identify a target before deployment
Assign each unit a specific job: rear-charge support, artillery interception, missile harassment, pursuit or screening. A unit with no assignment often drifts into the main line and gets trapped. Look for isolated infantry, exposed ranged units and gaps between enemy formations.
2. Keep a withdrawal lane
Approach from an angle that leaves open ground behind your unit. Do not charge through the enemy formation unless the exit path is already clear. Light cavalry survives by leaving contact quickly; a blocked retreat turns a cheap tactical risk into a dead regiment.
Rank #4
- Tabletop game
- Easy to use
- Premium quality
3. Charge an engaged target
Let your infantry or another durable unit establish contact first. Then send Skeleton Horsemen into the flank or rear, where the target is less able to turn and concentrate attacks. This also reduces the time your cavalry spends absorbing a full frontal response.
4. Issue the disengage order early
Pull out while the unit still has models and movement speed. Waiting for a leadership warning, severe health loss or a surrounded formation usually means the safe exit has already disappeared. Use a second unit to cover the withdrawal if the enemy has fast pursuit.
5. Repeat only when the target remains favourable
Cycle-charging is valuable against isolated infantry, but every repetition costs movement time and exposes the cavalry to counterattacks. Stop when the enemy brings halberds, armoured cavalry, monsters or concentrated missiles into the area. A completed retreat is a successful result even if you do not charge again.
6. Finish routing units
Once an enemy regiment breaks, Skeleton Horsemen can prevent it from returning. Keep enough distance to avoid a sudden leadership recovery or a trap formed by nearby reserves. Pursuit is one of the safest ways to extract value from a light cavalry unit because the target is no longer fighting back effectively.
Match-ups that should make you disengage
- Armoured cavalry: Units such as Empire Knights, Reiksguard and Bretonnian knights have armour and charge profiles designed for direct cavalry combat. Do not leave Skeleton Horsemen in a static duel with them.
- Halberds and anti-large infantry: Their purpose is to punish large targets. A cheap horse unit that remains in front of them gives the opponent an efficient trade.
- Monsters and monstrous cavalry: Their mass and damage can pin the unit, remove the escape route and turn a brief charge into a losing melee.
- Concentrated missile fire: One exposed approach can cost more health than the target is worth. Use terrain, line-of-sight breaks and multiple threats rather than sending the cavalry alone across open ground.
- Walls, corners and dense formations: Even a fast unit cannot disengage if it is physically blocked. Avoid charging into spaces where several enemy units can surround the regiment.
These limits follow from the listed low armour and modest melee profile. They are tactical recommendations derived from roster statistics, not results from a controlled battle test.
Campaign affordability and replacement value
Recruitment price and upkeep answer different questions. Recruitment determines whether you can raise the unit now; upkeep determines whether you can keep it in the army for many turns. The listed values show the campaign gradient clearly.
Best Value
| Unit | Recruitment cost | Upkeep | Economic use |
|---|---|---|---|
| Skeleton Horsemen | 400 | 100 | Low-cost disposable mobility. |
| Nehekharan Horsemen | 650 | 165 | Mid-tier cavalry for armies that need more durability. |
| Hexwraiths | 1,400 | 350 | High-impact specialist whose losses are expensive. |
| Knights Errant | 700 | not stated | Armoured Bretonnian cavalry at an intermediate listed price. |
| Knights of the Realm | 950 | not stated | More heavily protected Bretonnian option. |
| Questing Knights | 1,100 | not stated | Higher-priced Bretonnian combat cavalry. |
| Grail Knights | 1,850 | not stated | Top-end listed Bretonnian cost in this comparison. |
The replacement argument is practical: losing a 400-cost tier-1 regiment is easier to absorb than losing elite cavalry priced above 1,000. That does not make Skeleton Horsemen free or expendable without purpose. It means you can accept a calculated loss to save an artillery line, stop a routing unit or buy time for a more valuable regiment.
A decision framework for recruiting
Recruit Skeleton Horsemen when:
- Your army needs a fast unit immediately and the recruitment pool offers no tougher option yet.
- You need several separate mobile assignments rather than one elite hammer.
- Your plan relies on flanking, pursuit, screening or artillery interception.
- The campaign economy cannot comfortably support higher-tier cavalry upkeep.
- You expect losses and value quick, inexpensive replacement.
Choose Nehekharan Horsemen instead when:
- You can pay the higher tier-2 recruitment and upkeep costs.
- The cavalry must survive repeated contact rather than make one short attack.
- Enemy infantry is durable enough that Skeleton Horsemen’s lower weapon strength would require too many cycles.
Save for Hexwraiths or heavier cavalry when:
- You need a decisive shock or specialist unit that can justify a high campaign investment.
- Your army already has screens and does not need another disposable flanker.
- You can protect an expensive regiment from concentrated fire and unfavourable engagements.
Example army situations
Early Tomb Kings expansion
During an early campaign, a Skeleton Horsemen unit can patrol a wide flank while the main infantry line advances. Send it after routing units and exposed artillery, but do not ask it to pin an enemy elite unit. If the army is losing cavalry to every battle, the problem is usually target selection or withdrawal timing rather than a need for more units of the same type.
A mid-game army facing armoured opponents
Against armies fielding heavily armoured knights, keep Skeleton Horsemen behind the line as a response unit. Wait for enemy cavalry to commit elsewhere, then attack vulnerable support troops. If you need a unit that can meet the knights directly, upgrade the role to Nehekharan Horsemen or use a different heavy option; adding more light cavalry does not solve the armour mismatch.
Do these 3 things before closing this tab:
1Fix the driver behind crashes, sound loss and screen glitches2Repair Windows errors before they cause bigger problems3Scan for outdated or missing drivers - takes under a minuteA late-game force with elite mobility
Once an army contains durable front-line troops and reliable missile or magical damage, Hexwraiths or another elite unit can perform the high-value raids. Skeleton Horsemen may still be useful as cheap screens and pursuit units, but every slot should be judged against the opportunity cost of a stronger specialist.
What the numbers do—and do not—tell you
Speed is the easiest statistic to overvalue. The difference between 76 and 78 is rarely decisive by itself; acceleration, mass, terrain, fatigue, turning room and enemy positioning also determine whether a unit reaches its target and escapes. Mounted Yeomen’s 92 speed is a meaningful mobility advantage, while Hexwraiths’ 94 speed supports a faster specialist role.
Armour is similarly contextual. High armour improves resistance to ordinary weapon damage, but it does not make a unit invulnerable to armour-piercing attacks. Skeleton Horsemen’s 30 armour explains why they should avoid sustained contact, yet it does not prevent them from safely charging unarmoured infantry and withdrawing. Weapon strength indicates potential damage, not guaranteed damage; attack rolls, defensive skill, target armour and charge timing affect the result.
No controlled battle testing is established for these comparisons. The recommendations here are inferences from the cited roster statistics and the units’ stated battlefield roles. Patch changes, faction effects, technologies, lord skills and difficulty settings can alter the practical result in a particular campaign.
Tabletop context is a different game
Games Workshop’s 12 October 2026 Warhammer Community article discusses a new 10-model Skeleton Horsemen/Skeleton Horse Archer kit for Warhammer: The Old World. It describes the models as flank-and-support troops and says: “they’re especially effective at picking off war engine teams and vulnerable support units, while your heavier units fight over the centre ground.” That description is useful thematic context, but it is not a Total War: Warhammer III statistic, ability or campaign rule. The digital game’s unit values and faction mechanics should be used for recruitment decisions.
Final recommendation
Recruit Skeleton Horsemen when you need cheap, replaceable speed and have a clear flank, pursuit, screening or interception job. They are not the best fast cavalry in every category: Mounted Yeomen are faster at the same listed cost, Nehekharan Horsemen are tougher and stronger, and elite cavalry offers far more staying power or shock power. Skeleton Horsemen earn their place by doing useful work at low campaign risk, then leaving before the fight becomes a test of armour and sustained melee.
Quick Recap
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

