My point would be that in 9k Games he isn't as much of a problem as more Units can afford Anti Magic Items.
However, I can still remember a Battle against Darkmancer (many years ago) when we agreed to play a Game that would show me the power of a Single Vampire, when he beat my whole Army with just his Vampire. Yes it did take along time and that's the Main reason of the Rule, especially in 3k and 5k Tournaments where Time was Precious and its a Gentlemen's Agreement Rule only.
Skelton Special Rules -COMBAT "Skeltons cannot be broken in hand to hand combat and need never take a Break test if beaten in combat. When they are beaten in hand to hand combat the magical link between them and their master is weakend and as a result, some of the skeletons collapse and are destoyed. For every point by which they have lost the combat one extra skeleton is removed. This means that Skelton units will quickly dissolve away if they are beaten, although they can never be broken as such." - Warhammer Armies Undead 1994
and I remember the early concept for Necrominicon, it will be excellent to see it revived and Fantastic questions on the Game Engine. In Shadow of The Horned Rat some weapons are exceptionally powerful and they give their wielder a Strength bonus in hand to hand combat. This means that the wielder's Strength is increased by the value indicated below:
Skelton Special Rules -COMBAT "Skeltons cannot be broken in hand to hand combat and need never take a Break test if beaten in combat. When they are beaten in hand to hand combat the magical link between them and their master is weakend and as a result, some of the skeletons collapse and are destoyed. For every point by which they have lost the combat one extra skeleton is removed. This means that Skelton units will quickly dissolve away if they are beaten, although they can never be broken as such."
Wight Blades Wights are armed with ancient enchanted swords, or other evily enchanted weapons. These are magic weapons and any blow from a Wight's sword will drain the lfe away from its victim, causing not 1 wound on the individual but- D3(roll a D6: 1-2=1,3-4=2,5-6=3)
Rob has made a Beta Mod Switcher that redirects the registry to a Mod Folder for the new Sprites and Sounds and Maps etc Leaving the Original Game intact and the Player simply clicks on the Relevant Picture to Switch between Original /Alternate Campaigns and Multiplayer Mods. However, as we are overwriting the 3 original Races we will have to consider how many alternate Mod folders would have to be created to allow the intended 14 Armies Mod to all be able to fight against each other. For example if Chaos were the Undead army and they wanted to play against the undead then in another Mod folder the undead would stay as original but this time Chaos would have to overwrite the Empire. I think Ghabry had an alternate way to xcopy files from a Mod Folder to overwrite any desired original Race which would allow Chaos v Undead combinations and also the original Dark Omen folder would have to be Duplicated by its owner to allow the xcopy to return Dark Omen to its original state by copying from the duplicated original files/folders, as far as i can remember, so i may be wrong...but there is definetly the ability to implement this Excellent 14 Armies Mod. I will post a guide to show the combined power all of the Mod Tools available, to allow almost Total Conversions.