Q: Are the Regeneration effects of multiple Mortis Engines
cumulative? For example, if a friendly Undead unit that does not
normally have Regeneration is within the dark aura range of two
Mortis Engines in the same turn, does this mean the unit has
Regeneration (5+)? Alternatively, if that same friendly unit already
had Regeneration (6+) would this be increased to Regeneration
(4+)? (p53)
A: Yes.
The point with double engine is that the zombies now have a 5+ regen. That makes them very resilient.
It is a pure point denial list. He is betting that you can not kill any of his units and he hopes to snipe off a few of yours. However, his units are quite pillow fisted. A standard LM army with lore of life or light (yes yes, and other lores too) has access to at least some magic ranged attacks. Start off by killing his hexwaraiths and spirit hosts. now you own the movement phase.
Assuming you are getting off some defensive buffs, none of his units can really hurt a saurus block. Try and bog down one zombie block with sauruses and gang up on either crypt horrors or the other block. you should be able to break one of his units while he cant break yours, and thus you out-points-denial him.
Your skinks and chameleons can shoot down at least one mortis engine. they will most likely die, but it costs over 200 points, so thats plenty of skinks. the explosion will hurt him too, especially the crypt horrors.
If you are a pro life (lol) remember that a unit of skinks with shield of thorns can charge his ethereals and have them go pop in the magic phase. so often they will not dispel that spell, since they have so many other spells to worry about.
Another useful tactics is to use your salamanders to shoot the crypt horrors. yes they wont do much BUT 2-3 sallies should get off one wound and then your skinks can have a field day. Yes manfred can heal them for 5-6 wounds, but he can only do it once (and thus you can dispel it), and 2-4 wounds healed from a necro caddy is not that bad. they will go down to 3-4 models before combat starts and then you can kill them with your combat units (though it will still take time).
you CAN kill the zombie units though i would not recomend it. start off with dwellers and follow up with 2-3 salamanders and then see whos laughing. he can then heal back maybe 10 zombies and the unit will be at a laughable 30 something. you arent afraid of 30 zombies are you? however, you just used your mega power spell AND your nastiest shooter to decimate a 300 point unit that cant really threaten you anyway.
when you chose what unit to actually kill, think long and hard on where manfred is. he is not a real combat vampire, but he can tip the balance in his units favour, and at least make the crumbling go very slow. I suggest picking a unit where he is not, maximize frontage with the sauruses and then go to town. a unit of 25 sauruses versus 100 zombies will be a massacre in your favor if you deploy 10 wide. you should win by about 10 points, thus getting rid of 20 zombies per turn. remember thats 40 zombies between his opportunities to heal. you will come out on top in the end, and 25 sauruses are actually cheaper than 100 zombies. imagine what will happen when your engine of the gods joins the party!
In closing, i suggest getting rid of his mini units FAST. then be kinda passive and let him come to you while you shoot him up a bit. then try and pick ONE unit to kill while throwing your defensive buffs on other units to allow them to stay alive during the grind fest. you will kill more of his stuff than he will kill of yours.
GL
/T