måndag 24 april 2017

Warhammer 4th / 5th edition tactics

I found these tactics back in the day when internet was pretty new, I saved the page & even wrote out all the pages from a school computer (99 pages in total), they were quite helpful until I figured out some tactics myself.

Note these are not written by me, but was written by Tuomas Pirinen some time around 1995, some stuff are pure cheeze & some stuff is probably not even legal under the warhammer rules of 5th edtion, but I still thought someone might enjoy reading them, if nothing else than for nostalgias sake.

1.5 Warning

Some rules in Warhammer are not very clear. In the strategy articles written by Toumas, he allows characters to be placed anywhere in a unit that they join. Some people (and sometimes GWUK) claim that characters must be in the front rank of units.
There may be other rules that Toumas interprets in his articles that are interpreted differently by others.

1.6 Editor

I have taken the liberty of editing this page somewhat for spelling, grammar, and punctuation. I claim no copyright to any of this information.

2.0 Building Armies - The Strategic Approach

2.1 Checklist

I have composed a checklist that I follow when building my armies. It is listed below, and after it I tell how I actually go about in each step.
  1. Study your opponent and your own army.
  • Decide the overall plan based on the opponent`s army and the natural tendencies of your own forces.
  1. Choose the overall strategy.
  • Choosing between offensive, defensive and other strategies.
  1. Define tactics
  • The actual methods I intend to use in this particular battle. Choosing what type of troops I need.
  1. Choose the right tools for the job.
  • Buying and equipping the units, characters, allies, monsters and War Machines that suit my plan.
  1. Give a battlefield role for each unit.
  • Choosing the missions for each unit fielded.
  1. Deploy the troops.
  • Putting together the battle line and using terrain to give the greatest possible advantage.

2.2 Know thy Enemy

Before choosing the overall strategy it is well worth looking at the strengths and weaknesses of your chosen enemies. While it is true that it is virtually impossible to make a good defensive Skaven army, and thus some of the suggestions below may be useless to some particular force, the general guidelines should prove helpful.
I have listed the main strong points of each army you might be facing, and the things you should look out for. After that are my quick suggestions for "medicine" against this army. One thing you should also consider is the actual person you are playing against! For example, my regular undead opponent is very fond of mummies and the undead chariots, so when I face him I usually take some flaming weapons for my characters, and plenty of missile support to cut down the undead chariots.
    2.2.1 Bretonnia
Strong Points: Some decent artillery. Unlimited number of Knightly Orders. Cheap Useful troops.
Dealing with them: Without the army book of their own, the Bretonnia is currently pretty weak. You can simply overpower them with superior quality and special characters. Warning! This will change with the army book! For now, any long range attack that allows no save will demolish the Bretonnian Knights.
    2.2.2 Chaos
Strong Points: All troops are powerful hand-to-hand fighters. Countless unique Magic Items. With the undead, the most powerful characters you can get. Chaos Gifts.
Dealing with them: The thing to remember is that very few things can stand against Chaos in fair hand to hand match. Don't be fair. Buy all possible anti-character equipment you can think of, Black Gem of Gnar leading the way. Flee from the battles you are destined to lose.
Shoot, shoot, shoot!
Take plenty of anti-flying items: the Amulet of Ravensdark is particularly good.
    2.2.3 Chaos Dwarfs
Strong Points: Bull Centaurs. Earth shaker Cannon. Dwarfs that can ride monsters! Spell-casting Dwarfs! Access to Chaos only magic items. Good monsters. Cheap hobgoblin and orc and goblin sidekicks. Blunderbusses. High leadership.
Dealing with them: You MUST get rid of the Earth shaker Cannon(s). Flying troops, missile troops, your own artillery, anything will do, just as long as these devices are silenced. Against Bull Centaurs, I'd recommend heroes with weapons that cause multiple wound per hit. Against Blunderbusses, I recommend very fast troops that can outflank them and charge in without taking too many casualties.
    2.2.4 Dark Elves
Strong Points: Cold One Riders, Dark Riders, Dark Elf Crossbowmen and Witch Elf Characters, The Destroyer.
Dealing with Them: Toughness 3 is the key. Like most other Elves, the Dark Ones are very vulnerable to powerful strikes. Take high strength troops and a few missile units to pick on the rather lightly armored dark elf Regiments. Try to cause as much casualties as possible! Normally, I choose very carefully whatever I wish to move my units to a better position or to attack/shoot my enemies, but against Dark Elves I almost always try to kill as many troops as soon as possible. Since Elves are expensive troops, they can not cope with high casualty ratio.
    2.2.5 Dwarfs
Strong Points: Staggeringly powerful customized magic items. Special characters with free choice of magic items. Very resistant to Magic. Quality troops. Many devastating war Machines (especially with Runes). High leadership. Toughness 4. The "Stealth Bomber" Gyrocopters.
Dealing with them: If you have a very powerful hand to hand fighter (like Chaos Lord or Black Orc War Boss), I recommend mounting him on monster, and giving him the Sword of Destruction. This way, you can negate the nigh-invincible 800+ point Dwarf Lord's magic items.
I recommend taking fliers to deal with the war machines
Take any and all War Machines that allow no save, since the high armor save values of the Dwarfs is legendary. Trying to out shoot Dwarfs is almost always futile: crossbows, hand guns, cannon balls and bothersome Gyrocopters will soon make mess of your army. The only army I'd really recommend to challenge the Dwarfs in a missile duel is the High Elves. They can mow the Dwarfs down if they have enough Repeater Bolt throwers.
The weakness of the Dwarfs is their slowness. If you keep your wits about you, you should be able to dictate the events. Attack their flanks, evade the most powerful characters unless you are sure you can win, be persistent on your use of spells. Even the Master Rune of Valaya fails sometimes. Make sure your hand to hand troops have a very high strength so you can negate the high toughness and armor saves of the Dwarfs.
    2.2.6 Empire
Strong Points: Vast array of troops that make it very hard to predict what kind of an army you are facing. War Altar of Sigmar that makes Empire troops immune to psychology and break tests and grants them magical superiority. Flagellants. Supreme Patriarch with the Staff of Volans. Some very dangerous War machines.
Dealing with them: Take all sort of War machines (preferably with strength 10) to take out the empire artillery, war wagons, steam tanks and especially the War Altar of Sigmar. I recommend Goblin Doom Divers if you can lay your hands on them. (Via allies perhaps?)
The Special characters of the Empire are quite useful, but they are not adept hand to hand fighters. Engage and destroy.
Humans have low leadership scores, so terror and such things work very well against them. If you have truly superior hand to hand troops, charging across the battlefield as fast as possible is a good plan. Almost any flying creature can easily deal with the War Machine crews of the Empire. Ring of Corin might be good for taking out most troublesome magic items like the Staff of Volans.
    2.2.7 High Elves
Strong Points: Repeater Bolt Throwers! Chariots that come from the regimental allowance. Very powerful mages. High movement rate.
Dealing with them: Ruby Chalice is essential to your main unit. If you can get troops with multiple wounds, go for them! Repeater Bolt Throwers can't penetrate such units. An overall tactic that works best against the High Elves is to attack, and do it quickly. High Elves have some decent hand to hand troops, but practically every army has better ones. If you have access to Dark Elf allies (or you are a Dark Elf Lord!) take the dark spawn of Naggaroth! They get hatred against the High Elves for free, and are generally much better fighters.
    2.2.8 Orcs and Goblins
Strong Points: Superior numbers. Many good hand to hand units. Dangerous, if quirky, war machines. Powerful magic items. Goblin Fanatics. Very wide choice of different troops. Very useful shamans. Mork's War Banner that will kill your wizards by merely touching them!
Dealing with them: There are two methods I use when dealing with Orcs and Goblins. I either make a superior and lightning fast assault army, or go for full defense. Neither is 100 percent sure. If the Greenskins are having a good day, a hand to hand against them is hopeless. On the other hand, a systematical concentration on their units with Chaos or Skaven army should break them. Start with the most powerful units! Breaking Goblins is no use since this doesn't even cause panic tests! Defense against Greenskins should never be done halfheartedly. The basic toughness of 4 and many relatively fast and powerful units will soon race across the battlefield, shrugging the missile casualties off with their countless ranks, and crush your troops.
    2.2.9 Skaven
Strong Points: Large and numerous units. Dangerous war machines (if they can be persuaded to work!). Some extremely deadly spells. Many good magic items. Very dangerous special characters, especially Deathmaster Snitkch. Vermin Lords. Warpstone, Screaming Bell boosted Grey Seers (especially Thanquol).
Dealing with them: Skaven are all or nothing army: If their initial charge fails, they are history. You must be ready to take casualties: Nothing will prevent this. If you try to play defensively, you'll need a lots of missile troops since the number of opponents you must cut down is very great indeed. Crown of Command is essential: otherwise your army will break as the Plague Censer Bearers and Skaven characters put an awful pressure on your units.
Troops with good armor save are often a very good buy since the strength of the Skaven rank and file is rather feeble. If you do take all those knights and Iron Breakers, be sure you have some way of dealing with the Poison Wind Globadiers and Plague Censer Bearers. Banner of Wrath is very good at this. Kill their mages! Skaven sorcerers are hideously dangerous creatures.
    2.2.10 Undead
Strong Points: Extremely Powerful Characters. Horrible Spells. Nagash (if your opponent can stand you when you roll on the floor, laughing at his hat). Mummies and Wraiths. Screaming Skull Catapults. Staggering ability to absorb damage.
Dealing with Them: You must realize that the undead characters are the thing that count in their army, while most of the rank and file are there just to provide "Look out, Sir!" rolls. Go for full thrust against these: Black Gem of Gnar, Van Horstmann's Speculum, Dark Mace of Death, Black Amulet and lots of anti-character spells should do the trick. Try to get the High Magic Spell "Drain Magic" to shut out the horrendously powerful Undead magic.
    2.2.11 Wood Elves
Strong Points: The Wardancers. Unless your opponent wishes so, you'll never score a single hit against them in hand-to-hand. It doesn't matter how powerful you are -Wardancers on Shadow's Coil are untouchable. Wood Elf Scouts. Hail of Doom arrow. Powerful Chariots. Very good mages. Treemen if you are an Orc General.
Dealing with them: The magic items I take against them are Ruby Chalice and the things that increase your combat resolution. The best ways to deal with Wardancers is with missile troops and psychology. While they do have a good Elven leadership, repeated tests against it will eventually rout the unit. A mid-powerful unit of Wraiths is good opponent for Wardancers since they force a break test at the end of the each hand to hand round regardless of winning/losing. While the Wardancers are reasonably difficult to hit with arrows, it is also good to remember that each wound caused is worth at least 20 points, and since the Wardancer units are rather small, even few casualties will soon cause a panic test.

2.3 Know thy Own Troops

Of course knowing your enemy is only half the battle! The most important thing is to know your own army! I won't go over this in length here, having dealt with the individual armies in my previous articles. One thing though: choose a strategy that suits your own army! Think carefully what way would be best for dealing with your chosen opponent, and start composing the overall strategy of your troops:

2.4 Choosing the Overall Strategy and Specific Tactics

After deciding in what way you intend to deal with the opposition, you must choose your overall plan: Will you defend, attack, or try to strike out a balance between these basic tactics?
    2.4.1 Offensive
Skaven, Chaos, Orc and Goblin and to some extend, the Dark Elves, are at their best while attacking and should generally avoid any attempts to out-shoot the artillery of the Empire. Some armies, like the High Elves and Dwarfs will very often dig in their Deployment zone and refuse to come to you. Then you`ll have no choice: If you can't defeat them in an archery tourney, don't try -> kill them in the Old Fashioned Way: Good old hand to hand combat! I personally feel that frenzy is the mark of true melee troops. If your army has them, go get them!
Charge
There is nothing wrong with putting every possible effort into make a truly formidable assault army. There are suitable troops in every army for your main units: Iron Breakers for Dwarfs, Dragon Ogres for Chaos and Flagellants for the Empire, etc. Take the most powerful characters you can get, and plenty of them. Arm them to teeth, put them inside best armor you can find, protect them from magic, and put them into the first rank of your assault units.
Simple: Remember to protect your units! Be sure that every main unit has some kind of protection against magic, good armor save or Ruby Chalice against missiles, and as great numbers that you can muster.
Pick your fights: Defeating a unit of Skavenslaves is truly glorious, but it will avail you not if that 24 strong Rat Ogre unit, led by a Vermin Lord, is bearing on you from the back!
Steady Advance
When playing a mainly offensive army and facing another of the kind, it might be good idea to soften the opposing units a bit before engaging them. Troops should move towards enemy, but not charge headlong against the first unit in their path. While they move forward, the war machines and archers pick on the opponent`s units, so they might lose that one crucial extra rank before hand to hand begins.
The Waves
The Waves suits well for offensive armies that can field large and/or numerous regiments. The basic idea is to divide the army in two parts: First part should consists of very fast troops that can cause considerable damage in hand to hand, followed by slower and more powerful troops. For example, an Empire army could lead it's attack with War Wagons, Kislev Winged Lancers and Steam Tanks, supported by flyers, Outriders, Pistoliers and Kislev Horse Archers.
Following these units would come the slow moving, but powerful Knightly Orders (with more characters you can shake a stick at), Reiksguard and Flagellant infantry, and Ogres, possibly accompanied by the War Altar of Sigmar that ensures that there are no problems with the morale. The advantage of this strategy is that the first wave will "soften up" the opposition before the real units get stuck in. Since the first wave is not supposed to survive the combat, you don't have to tool them up with characters and magic items. Just good, cheap, basic troops that can do their worth of damage. The BEST such unit is the Skaven Plague Censer Bearers. At 15 points, you'll get all the killing power you can hope for. Followed by frenzied and character-heavy Plague Monks, you have a classic "Waves" attack!
    2.4.2 Defensive
The basic defensive strategy is to field all possible missile troops and war machines and to wait while your enemy jogs towards you. However, a wise and experienced general will see through this and realize that even though the casualties are going to be immense, once the hand to hand is initiated, a defensive army is history. Since almost all missile troops are very fragile, this calls for some strategic variants.
If you choose to defend, be sure to pick the right tools! If you are facing Orcs, then longbows with their pathetic strength 3 will not suffice. If you are expecting Chaos Knights, even the usually devastating Hellblaster Volley Gun will not bite through their 1+ (or 0+ with the standard of shielding!) save. Better to get some cannons that allow no save.
On a final note, NEVER field an army without any good hand to hand troops. Melee is an essential part of Warhammer, and if any enemy unit with even decent hand to hand capabilities reaches your line, your missile troops are history.
Concentrated Defense
In this strategy almost no enemy units should make it through your hail of missiles. If you know your enemy prefers to advance with faster troops leading the way, followed by slower troops, concentrate all your fire on the nearest unit threatening your line. If you have sufficient firepower, you should be able to destroy the units almost completely once it gets out of the hail of missiles. Then it should be weakened enough for your own hand to hand troops to handle. In this strategy, pick your targets carefully! Don't waste even one arrow on screening units or such unless you have no choice.
Deep Defense
This is rather a variant of any other defensive strategy than a new idea. The main thing is just simply to put more distance between your missile force and the evil enemy who wishes to do much harm to you with their hand to hand monsters. In this strategy, just deploy your troops as near your own table edge as possible. This ought to give you one more turn to shoot at your enemies. The trouble with this strategy is that once your enemies get to you, any and all your troops will certainly flee off the table if broken in hand to hand.
Moving Reserve
This is a very good option for the armies like the Elves who traditionally have missile heavy and fast troops. The trick is to have fast and powerful reserves that move to meet any threat that charging enemies make. While just one or two fast and powerful units do not cost as much as a full hand-to-hand army, they can throw back the enemy offense with bit of luck and a well timed charge.
    2.4.3 Split Strategies
Flank Attack
Many people wish to field a variable army that has both defensive and offensive troop types. This is as good an idea as any, as long as you know what you are doing. The very classic move is to concentrate all your offensive troops on one flank, and all your missile troops on other. While your melee troops charge and (hopefully) break any opponents on their own flank, the missile troops pound the incoming enemy on their own. The offensive flank then turns to face their enemies that are heading for their missile troops and tries to charge their flank or back. If this works like a textbook example you should be able to "roll" the enemy line, defeating one foe after another, spreading panic as you go. The trouble is that this is a very classic strategy indeed, and a wily experienced General knows how to deal with your flanking force.
Defensive Arch
This is a more defensive version of the Flank Attack. You still divide your troops in half, defensive and offensive. Your missile units should be in the middle of the line, and you should race your offensive units from each flank to make "an arch", or a U-shaped line. Hopefully your enemies will have deployed centrally, and they`ll have to advance inside the U. Then the Iron Jaws close on the hapless enemies, while the center of your line keeps a constant barrage of fire that weakens the advancing enemy. Caught between such a deadly one-two the enemy will hopefully be crushed.
    2.4.4 Unorthodox Methods
You probably have many "Da Plans" of your own that differ radically from the classic strategies I have explained above. I will introduce one of the odd ball-schemes that do not follow the classic approach of Warhammer.
Guerilla War
Armies that have lots of skirmishing troops and models that can move individually, can try out an interesting variant of Strategy: Guerilla War. I don't suggest this strategy to very inexperienced generals. The gospel of this strategy is not to get stuck in hand-to-hand. Small units of skirmishers, armed with missile weapons, will scuttle to the defensive positions on the field, constantly harassing the enemy with their bows/crossbows/slings/whatever. The trick of defeating the enemy in hand-to-hand lies in powerful models like lone monsters (Manticores are especially well suited for this), chariots, powerful characters on fast/flying mounts and the right combo of magic items. They can move through the battlefield amazingly quickly and put a crushing pressure against their chosen target.
The classic example of this tactic is of course the Wood Elf Army. With it's excellent Chariots, Treemen, Scouts, Wardancers and Beast masters, supported by Elf Heroes on large monsters, they are the right tools for this job. Using every nook and cranny to give them some shelter the missile-armed Wood Elves harass the opposing troops, flee from them if charged, rally with their high leadership, and using their extremely fast troops, gather "striking forces" to defeat the enemy with a local superiority. Almost no unit can survive a combined charge of 2+ Wood Elf chariots supported by Manticore-mounted Elf Heroes. The enemy that does not have a clear opponent in the form of big regiments, charges to and fro, and will be crushed by combined missile attacks and concentrated charges.
A very entertaining variant of this is to field a Chaos army and alter the tactics slightly. The enemies of Chaos often expect a small compact regiments that are relatively few in number. Chaos, however, can field a multitude of very fast troops that can form regiments from single models. Such troops like Chaos Chariots, Dragon Ogres, Greater Daemons and of course Chaos Characters have all the advantages of the maneuverability of a single model with the deadly hand to hand abilities of Chaos. In dense, terrain heavy battlefield they will be able to move very quickly and use any cover available, combining their efforts on one group of foes at a time. The enemy will be hard pressed to find good targets, and some War Machines, like Stone Throwers will be almost useless. Perhaps this is not a best possible tactic for Chaos, but it is an entertaining variant.

2.5 Mustering the Troops

Now you should have pretty good idea what troops and characters you'll need to carry out your brilliant plan. When you choose them, try to remember what they are for. Of course Warhammer is a fast-flowing game where situations change all the time, so sometimes your troops will find themselves unable to perform the mission you gave them. If so, improvise! But if you do have a plan, try not to get distracted by trivial things and carry on regardless of any harassment
It is a very good idea to write the equipment and the purpose of every unit and character as a reference sheet, along with notes about magic items, dispels, armor saves and all other possible things you can think of. It may seem that you can easily remember every detail before the battle, but once the fighting starts the excitement of the battle will soon make you forget any details about such trivia things like the Amulet of Obsidian the unit has.
    2.5.1 General
I personally always select the General first. Since he is possibly one of the most powerful hand to hand fighters in your army, consider first do you want him to be in the front line weaving a sword, or do you rather take the advantage of his ability to lead units within 12". This is a very important choice! 90% of Warhammer players prefer a hand-to-hand oriented general, but I'm not sure if this is always a good idea. Most armies have an access to lord level characters via special characters, or failing to do that, allies. These can fight just as well as your general, but only one model in your army has the ability to extend his control range to 12". It might be a good idea to give your general the Amulet of Obsidian, Sword of Fortitude and Crown of Command, and place him in the center of your line. He must then of course be protected from enemy characters, but any unit he is leading is almost guaranteed to stay on the line, especially if accompanied by Battle Standard Bearer!
If you decide to make your general a melee monster, I don't think you need any help on equipping him. Slayer Sword, Black Amulet, Golden Helm atop a big ugly monster. You know this already.
    2.5.2 Heroes
From the lowly goblin bosses, to the mighty Vermin Lords, there is a plenty of choice. The only thing you must do is to decide what is the purpose of each character. Since they lack the leadership qualities of a general, I prefer taking my hand to hand machines from the ranks of the heroes. It is always worth looking through the special characters section of your army.
    2.5.3 Champions
Just take one for every melee unit you have. With their challenge ability, this is bound to be a wise decision. If you don't have them, Flying Horrors from Hell with demigod-riders will demolish your units. Enough said.
    2.5.4 Wizards
Magic is a powerful tool in the arsenal of every army, except the Dwarfs. Even with Wizards, you should take what you need to carry out your plan: Offensive armies benefit for a friendly Grey Wizard that can transport them around the battlefield, while many defensive players regard their wizards as just another artillery piece and go for offensive Magic like Chaos, Amethyst, Chaos Dwarf and Bright.
My best experiences with such wizards are when I equipped some of them with multiple Power Scrolls (remember that you can take more that one scroll!). An Amethyst Wizard Lord with four Power Scrolls and the Purple Sun of Xereus is awesomely potent on close range.
    2.5.5 Special Force Characters
Some magic items allow you to tailor highly specialized characters. Such items include: The Black Gem of Gnar, The Heart of Woe (a kamikaze character! BANZAI!), Aldred's Casket of Sorcery and Van Horstmann's Speculum (with Hydra Sword). I have recently had much success with 1 level one wizard on pegasus with the Black Gem (A cheapest such choice, really, since the Pegasus allows him to get to those opposing super characters fast) and a hero with Dark Mace of Death and Heart of Woe. You don't have to fight those Chaos Lords in hand to hand, you know.
A last word on characters, remember TO GIVE THEM REGULAR EQUIPMENT, TOO! A Mummy Tomb king with lance and a 2 handed weapon doesn't really need a magic sword.
    2.5.6 Choosing the Units
Almost every army has some unique troops that are very good at what they do. For example, Empire Flagellants are a very good value for their points, while the High Elf Repeater Bolt Throwers are the best the money can buy. Whatever strategy you are using, you should always seriously consider if you wish to include these troops in your army. If your troops have some in-built advantage, it is usually a wise move to use them!

2.6 The Roles of the Units

    2.6.1 Main Block
Many Warhammer players put their trust in one superpowerful unit that is accompanied by a legion of Characters, boosted with all possible Magic items like magic standards and Ruby Chalices.
The weakness of such units is that your opponent might just be able to cast Fear of Armar or the Curse of the Years with the Total Power, trashing your unit and your hopes of victory.
The strong point on the other hand, is that they are dead hard! Imagine a 40 strong Black Orc Unit with savage Orc Characters on the front rank, accompanied by Forest Goblin Battle Standard with a Spider Banner, and the Battle Banner as the regimental Standard. There is very little what you can do once this unit starts stomping all over your face!
Building such "Main Blocks" is a good bet for armies like Skaven and Orcs and Goblins that have very cheap troops, so they may be ably to compose two such steamrollers instead of one! One note: try to have some sort of plan against such units! They are often nigh-unstoppable if you are unprepared!
I divide the types of such core units in three broad categories:
The Steel Square
Infantry is the most numerous type of rank and file, and almost all armies have a good options out of which their core units can be made of if they want to field an infantry based army. If you are not worried about enemy missiles and war machines, you might as well wait for your opponent to come to you. Especially if your opponent favors lightning fast troops and you play Dwarfs, it is a worthless dream to hope that you could ever get to charge your hated foes. A better option is to choose a very high armor save troops (preferably with the Standard of Shielding), putting the front rank full of defensive characters (ones with very high toughness, Black Amulets, swords that allow you to strike first and so on) and a Battle Standard Bearer with combat resolution boosting banner for a good measure. Such units can take on even a concentrated enemy charge and punch back so it hurts. Suggested for high toughness/multi-wound/high armor save armies only.
Thundering Hooves
Classic shock elites of any army are heavily-armored knights with lances, magic Standards and hand to hand oriented characters. The main block of cavalry should be heavy cavalry. Charging strength should be 6, armor save should be at least 2+, and the charge range 12" and preferably more. Weapon skill should be higher than average troops. Some units, like Bull Centaurs are still heavy cavalry in my mind because of other redeeming qualities. (Toughness 4 and 2 wounds in this particular case). You may get away with medium cavalry (say strength 3 plus lances, 3+ armor save), but I don`t recommend it. It is sadly true that some armies (like High Elves) can't have true heavy cavalry, so if they want to field this type of units, they must use whatever they can get.
The Steamroller
The infantry can also serve as your main assault force. While it lacks the greater potential to charge, it is much more numerous. It can easily absorb almost any kind of missile casualties and still have full 4+ ranks when it gets to hand-to-hand. Also, your front rank will be narrower, allowing the front-rank hand-to-hand specialists to dish out even more damage! Choose the best hand to hand fighters you can find on your rank and file and give them suitable weapons (spears might be a good idea if their strength is high enough). Lap around if you win battles. And above all, choose magic items and spells that protect units, so your Steamroller will have some punch left even after taking a severe mauling. (And it will. There is nothing that aggravates enemy generals like a gigantic block of steel tramping towards his lines!)
    2.6.2 Assault Troops
There are plenty of troops that can fight well without many ranks and standard and heavy support from the characters. Trolls, Rat Ogres and especially Chariots are good in this role. Just don`t think that they can take on the entire army of the enemy! Their best place is in the flanks of the main unit, ready to charge the the flanks of the enemy as soon as your main units get stuck in. This will give you additional combat resolution boost from the flank attack, plus from the wounds they will cause in actual hand-to-hand. The downside of these troops are that they attract unhealthy amounts of missile fire and unhealthy spells. While losing them in this way is sad, you should remember that your main fighting units will be saved from this nuisance they are suffering.
    2.6.3 Traps
You don't have to fight all your enemies. Skeletons created by the various Raise the Dead spells, Goblins or Skavenslaves with the Crown of Command, Swarms, Troll Slayers and all other troops that refuse to break in hand-to-hand are excellent for tying up very powerful enemies. If a unit of Chaos Knights spends the entire battle killing 100 goblins, they wont have much effect in the decisive combats.
    2.6.4 Support Troops
Hunters
Some units can be given a specific mission of destruction. You might well be tired of those Goblin Doom Divers pounding your own War Machines. Such a mess calls for drastic measures: a Dwarf General might decide that he puts one or two Gyrocopters with Runes of Disguise and attacks the Doom Divers with the 'Copter ASAP. Or an Undead Lord, faced with Dark Elf Crossbow regiments, might want take a Ghoul unit with a Vampire Count carrying a Ruby Chalice on the fore to take out this nuisance. With their -2 shooting penalty, relatively fast movement and toughness 4, the Ghouls should be able to dispatch any missile unit fairly quickly. Gutter Runners, with their admirable hand-to-hand potential and special deployment rules, are excellent troops for despatching any War Machine crews.
Missile Troops
Don't be blinded: The purpose of the missile troops is to slay their foes from distance. Even if you think that your Savage Orc Arrow Boyz could stand against those Dark Elf Warriors, think again! The lack of ranks and the missing standard already swing the odds heavily in your disfavor.
Devious game designers have given most missile troops an option to buy shields and/or light armor. Why anybody should do this is unknown to me. The only exception I can think of are the Dwarfs: their Crossbowmen can be made formidable hand-to-hand fighters with 2 handed weapons. It is also wasteful trying to charge with them: just stand and shoot, and commence the souls of your brave archers to their ancestors.
Harassers
A good support unit for a defensive army is a unit of "harassers" the classic example of such troops are Kislev horse archers. The role of harassers is to stop powerful opponents from marching by being within 8" of them, shooting the arrows at any convenient target, and staying out the enemy`s charge range.
War Machines
Even when you choose war machines, you should remember your overall strategy: Chariots for offensive armies and Hellblasters for defensive ones.
If you are putting together an offensive army, it is still worth considering to buy some artillery support. A dead enemy is always a good enemy, regardless if it is slain by a war machine of a warrior. If you are planning to close in ASAP, don't take war machines that have scattering templates. It is extremely painful to lose your own troops by friendly fire!
Allies
Many gaming groups make artificial limitations on allies or ban them entirely, but equally many enjoy the chance to field something different. Most generals use the allies to boost their weak points, for example, many Dwarf generals field allied Wizards so they'll get a shot in the magic phase.
As with all other troops, allies should also fit to your overall plan. If you are going to build a defensive line of Chaos Dwarfs, and you are afraid of the knights of the Empire army you are facing, taking some Night Goblin allies with fanatics, and placing them slightly forward to unleash their dervishes on any intruding knights is a good idea.

2.7 Deploying

The last step is to put your troops to the right position in your battle line. When placing your troops, ask yourself: Is this unit going to get to the battle at all if I place it here? If you are putting a unit of Dwarfs to your extreme flank, the answer is usually no. Think in advance about the fields of fire. Put units that support each other next to each other. Deploy fast troops to flanks and slower ones in the middle. Look for advantages in the terrain. Watch out for the places where infiltrators can hide. Once again, pen and a paper are a good friend when deploying your glorious army of conquest.


3.0 What Are Your Orders, Sire?

Sarrion shook his head to rid himself of his dark thoughts. The voice of his young adjutant, Amanthas, called again. "Why is that unit attending the battle, my lord?" He asked again. "I thought we were planning to fight a missile duel with our foes?"
Sarrion did not answer, simply because he could not. Why on earth had he requested the aid of the Cavalry of Caledor. He turned to look at the arriving troops of Prince Tallanrim.
The magnificent Dragon Prince regiment, with their proud banners fluttering in the wind, rode forward. Carried by the hand-picked steeds of Caledor, the noblest sons of Ulthuan were clad in jewel-encrusted armor and armed with diamond-bladed swords and lances. A beautiful sight. But futile. The whole enemy army was entrenched behind barricades, with missile-weapons ready. There were no knights for the Dragon Princes to joust with.
Sarrion remembered the small band of Shadow Warriors that had offered their services to him. He had turned them away with harsh words: "This is the Royal Army of Ulthuan, not a haven for vagabonds and busy-bodies! Begone you wastrels!" he had sneered. The leader of the Shadow Warriors, a pale elf-maid who had lost her husband in a Dark Elf raid, just nodded her head and her group melt into shadows. Now he dearly wished that those keen-eyed archers were here.
Prince Tallanrim bowed lightly on his saddle, and fixing his eyes on the Elf general he asked "What are your orders, Sire?" Uncomfortably, Sarrion's mind raced to find an answer. He found none.
I imagined the above question being asked from my erudite Elf General as he surveyed his forces before a great battle and placed myself in his position. Why do I bring particular troops to the field? Why is the general requesting their presence? Below are my conclusions.

3.1 General Comments

    3.1.1 Decisiveness
One of the greatest problems that aspiring WFB commander faces is not to make plan, but to stick to it! I've seen many, many carefully constructed armies crumble simply because their General did not actually know what to do with their troops! Their units lack a purpose: while individually strong and well thought out, they were still beaten because their units moved around the battlefield in a confused manner, allowing their enemies to dictate the battle.
This is a sure way to defeat when playing against an experienced opponent. While I and most other WFB fans play for fun, it is frustrating when you cannot see what is wrong with your army. In fact getting around this is relatively simple: be ruthless and single minded. For example, if I have decided that my Heavy Cavalry unit is going to attack the opponent's infantry unit with Wizard Lord, I will not abandon this mission for trivial reasons. Many players are intimidated by massed missile regiments, but if I have decided to attack, I will plan my units carefully and charge in determinately.This is the core of my advice in this article: give a mission to your unit and try to fulfill it! Be sure to adjust your plan if needed, but do not be intimidated!
    3.1.2 Efficiency
The efficiency (in my eyes at least) is not dictated by the damage the unit can cause, but rather how many points you spend on achieving some particular goal. For example, my Kislev Horse archers might not cause a single casualty, but if they manage to prevent a unit of Chaos Knights from marching and thus keep them out of battle, I think that the few points spent in them are well worth it! With this in mind I try to anticipate my opponent's choice of troops and find some way of neutralizing his/her plans.
Below is a list how I go about giving orders to my units. First I describe a unit type and how I use it, and then I have included an example of a unit that I have used in some former battle in my past and who I played against, and finally I will describe the actual orders I used and explain why I did so.

3.2 Cavalry Units

The main problem of cavalry is it's very high point cost value (not to mention the actual prize in the shops!) this limits the size of the units and leaves them vulnerable to a concentrated enemy fire, as well as War of Attrition. Try to counter this with speed and by destroying the most threatening War Machines.
    3.2.1 Line Breaker
Usually heavy cavalry is expensive, but relatively fast and very powerful when it comes to hand to hand combat. This tends to make the heavy cavalry regiments rather small, and consequently easy to deal with if your opponent has any War Machines to speak about. There is little else to say except CHARGE! Due the limited size and the high enemy attention, these units must get to hand to hand as soon as possible, and very preferably by charging.
With heavy cavalry, it is more important than ever to study the strengths and weaknesses of your enemy. Certain units fall like a a scythed grass before the charge of the heavies, but some troops, like Trolls can be very, very bothersome. As your heavy cavalry is almost priceless, you must use it against the right opponent if you want them to be cost effective.
EXAMPLE: 6 Chaos Knights, with Chaos Armor, carrying the Banner of Rage, with a Chaos Champion of Khorne with Strength Potion, led by a Chaos Hero of Khorne with Collar of Khorne and Starblade Lance, Chaos Armor, shield, additional hand weapon, Chaos Steed, barding, lance.
OPPONENT: Skaven.
ORDERS: Skaven are numerous so a plenty of killing power is needed. This unit should have it. High armor save protects you somewhat from the Jezzail fire, and your movement of 7 will get you charging in no time. Collar of Khorne discourages any attempts to target this unit with spells. Steer clear from Poison Wind Globadiers, and be sure that you don't engage the "main Block" of Skaven alone. A Beastmen regiment should do the trick. The Starblade Lance grants the Hero a strength of 8 while charging! This should bother even the mightiest monsters and heroes. Engage smaller, supporting Stormvermin and Plague monk units first and then combine your efforts with other regiments to rout the "main blocks".
    3.2.2 Harassers
Some cavalry units, like the Kislev Horse Archers, can rarely defeat the entire enemy army by themselves. ("Never" might be more appropriate.)
Their role, while not as glorious, is just as important to the overall efficiency of the Army as your Heavy Infantry or Cavalry.
EXAMPLE: 2 * 6 Kislev Horse Archers in Skirmish formation.
OPPONENT: Bretonnia.
ORDERS: Since the Grande Army of Bretonnia relies on their Knightly Orders when it comes to real combat, slowing these excellent Shock troops is a good idea. Kislevites orders are to ride close to the knights using terrain or other troops as cover so that they will not be shot to pieces. Once they reach the Knights, they will stay reasonably close to them to stop their march moves and try to keep out of their Charge range. (High movement and ability to skirmish should take care of that.)
    3.2.3 Steamroller
If you are able to field cavalry that is both cheap and numerous, there is a great temptation to build a large, fast-moving and hard hitting unit as your main cavalry regiment. What do I have to say about such a temptation? GIVE IN! If you can build such a unit properly, it is easily one of the most powerful things in the whole game. Savage Orc Boar Boyz are a prime example of this, being both relatively cheap points wise and very powerful in combat.
EXAMPLE: 20 Savage Orc Boar Boyz with Standard of Shielding, spears, led by a Savage Orc Lord with Crown of Command, Black Amulet and the Morgor the Mangler. Also with the unit is Savage Orc Big Boss, with Strength Potion and a Blade of Darting Steel. Also included is a Savage Orc Boss with ring of Volans and a Savage Orc level 2 Shaman with Warrior Familiar.
OPPONENT: Empire.
ORDERS: Wiv' gotta get stuck in `fore dem Big Gunz get uz! Humies arr yellow gitz, and can't stand and fiwt, so weel stomp em for good! Dem pansy `oomies shoot uz wiv Big Gunz, so wee mush get stuk in fast. Wee doo not havta vorry aboot the arrez, and no gurly humie can beat uz in hand-fer-hand! Wee have 1+ save, and dem tattoos, so wee iz unstoppbul. Just get near da right oonits so frenzy not make uz charge wrong bunch!
    3.2.4 Wasps
Medium cavalry is perhaps the trickiest troop type in the whole game. Many such units, like the Dark Elf Dark Riders can be boosted to a higher hand to hand potential with spears or such. This is often a very a tempting option, but it does make them even more expensive. I myself give such units (Reaver Knights, Wood Elf Knights, Kislev Winged Lancers and Dark Riders, for example) all possible equipment and suitable magic standard if allowed to take such. This gives my troops a great deal of flexibility. It is risky, as you can very easily lose the entire regiment in a one unlucky shooting phase, but them again, a unit that can perform as a fast missile/medium hand-to-hand/general annoyance unit is very handy indeed.
When attacking opposing units that are built for hand to hand, try to charge from flanks or from rear. The melee specialists in the first rank are too much for medium cavalry.
EXAMPLE: 10 Reaver Knights with bows and spears and a standard. Led by a Champion with Dragonblade Lance.
OPPONENT: Skaven.
ORDERS: As a Fast Cavalry unit (save 5+ and movement 9) the Reavers are very fast moving and maneuverable and have some small potential in hand to hand with spears. Initially they are set near the Repeater Bolt Throwers and will race towards any unfriendly Gutter Runners that might have some ideas about taking out your prized War Machines. They will either shoot at them if the unit is small, or use their Fast Cavalry rules and change into two ranks and charge them. After this they will get in the way of the enclosing units, shooting and moving away, possibly even getting in the enemy flanks and preventing them from marching, all while shooting with all they are worth.


3.3 Infantry Units

Infantry is, in my eyes is the backbone of most armies. Numerous, often reasonably powerful, and easily capable of supporting other regiments, I rarely take the field without an infantry regiment or two. The main weakness of infantry in my eyes is that it is very unwieldy and not good at responding to the unexpected, like an enemy unit that is suddenly transported behind the regiment via Bridge of Shadow's spell.
    3.3.1 Steel Wall
Infantry in General and Dwarf infantry in particular is too slow to really serve as Shock Troops. Thus it might be a good idea to just pick the unit with best defensive capabilities, tailor the characters within these units to a defensive role, guard the flanks of such a unit, and let the enemy come to you! Good armor saves are recommendable, and try to think some good ways to counter your opponent's advantage of the first strike when he/she charges. Sword of Swift Slaying, Black Amulet, Black Gem of Gnar, Master Rune of Spite and Mork's War Banner.
EXAMPLE: 24 Iron Breakers with Standard of Shielding, with a Champion with a Horn engraved with the Master Rune of Dismay, and led by a Dwarf Lord with an amulet inscribed with the Master Rune of Spite and two runes of Luck, carrying an Axe with the following Runes: Skalf Blackhammer's Master Rune and two runes of Cutting. He also carries the Golden Scepter of Norgim. Unit is also accompanied by Burlok Damminson with the Flying Axe(TM): Master Rune of Flight, Rune of Smiting and the Rune of Breaking. Burlok also wears the Black Amulet. Also with the unit is a Battle Standard Bearer with a Runic Banner: Master Rune of Valaya and the Rune of Courage.
OPPONENT: Chaos.
ORDERS: Stand Firm and expect the onslaught of the enemy. Move only very slightly to interpose the unit so that you won't be flanked. Remember not to disrupt the overall battle-line with reckless charges. When the foul spawn of Chaos is near enough, start using the Burlok's flying hammer on toughest possible target while boosting his strength with the Golden Scepter. Rune of Courage will protect you from Fear/Terror Tests, and your potential to survive damage should be spectacular.
    3.3.2 Crusher
When you want to win the game in hand to hand and you don't want to rely on fragile cavalry, the toughest infantry unit you can muster is the answer. Infantry is blessed with great numbers, small base width, and due the greater numbers it has a higher resiliency when it the time comes to take panic checks for fleeing troops and casualties. Characters can also be included in a lower price, as they do not require mounts or monsters, and can spend the extra points on some nice magical toys. Crown of Command is a very good choice for a infantry core unit, as one failed test might otherwise bring your plans to a catastrophical end.
Some opponents have very efficient ways to deal with 1 wound infantry: High and Dark Elves with their Repeater Bolt Throwers and the armies of the Empire, for example, are easily capable tearing your infantry apart unless you have taken suitable precautions. I have a few ways of keeping my main infantry blocks alive if I am expecting to face a virtual Hail of Death.
First is to have more wounds than one for each model in the unit! Ogres, Trolls, Dragon Ogres, Beastmen, Minotaurs and Mummies are very good troops in hand to hand, have astounding resilience, and on the top of it, they usually cause Fear, also!
The second method is effective when facing an enemy that uses War Machines and weapons that rely on Ballistic Skill, like Bolt Throwers and Crossbows/Bows/Hand Guns/Whatever. Quite simply, equip your unit with magic items that give penalties to missile fire! Ruby Chalice is the best such choice but there are others like the Bad Moon Banner of the Orcs and Goblins.
Lastly, you are relatively safe from enemy fire when in hand to hand, so get stuck in! Moving with determination, and getting some help from a wizard with the Bridge of Shadows/Bridge of Ice/Radiance of Ptolos will be extremely useful. Charge in, kill, and immediately go looking for another target. If fight starts to drag on, remember to envelope your opponent if you are winning.
Finally, Standard of Shielding is also a worth of some thought. That 6+ unmodified save is very useful when taking a lot of casualties, as is the way of the large infantry blocks.
EXAMPLE:24 Witch Elves with a Banner of Might. Unit is led by a Witch Elf Champion with Sword of Swift Slaying and Witch Elf Hero with Ruby Chalice, Heavy Armor, and Blade of Enscorcelled Iron (if faced with WS 5 or lower troops, will hit automatically with the Banner of Might!) and Halberd in the case of higher armor saves.
OPPONENT: High Elves.
ORDERS: Engage the opposing foot regiments while our artillery takes care of enemy War Machines and Cavalry with the aid of Harpies and Cold Ones. Avoid Shadow Warriors that will only slow us down. Choose a suitable target RIGHT FROM THE BEGINNING, because even with Ruby Chalice, there will be casualties. Head towards the target mercilessly and make sure other troops support the advance. Do not get into frenzy too early and charge some unit that is there deliberately to slow you down, like the Shadow Warriors.
    3.3.3 Steel Fangs
When it comes to missile troops, I personally have a very firm opinion about them: they are to be used for laying a curtain of fire over the enemy, moving as little as possible, and picking targets they can wound. I've seen many, many blood crazed generals who have made vicious charges with their archers against enemy melee-specialists. Believe me, it has been messy! There are exceptions, of course, like when you have an opportunity to charge a low leadership unit on flank or rear with your archers, causing a panic test. But as a thumb rule, you should build and deploy your infantry missile troops with orders of "FIRE!" in your mind. There are two approaches to build these units under the Longsword Military Doctrine: Big blocks and numerous small units.
Large units can placed on a hill where they will have an excellent field of fire, they will take up relatively small part of your deployment zone, and a combined shot from 24 crossbows can be truly devastating as it is easier to pick targets because the wide frontage that gives a good visibility over the field.
Some troops, like Wood Elf and Dark Elf Scouts can Skirmish, and they can forfeit their "Stand and Shoot" option in favor of moving slowly away from the enemy while still firing their arrows, as they can turn freely and thus move 5" away from the enemy and fire at them!
EXAMPLE 1: 20 Crossbowmen of the Empire.
OPPONENT: Orcs and Goblins
ORDERS: Deploy near to your general if possible, as leadership 7 leaves a lot to hope for. Two ranks of 10 archers each on a hill is ideal. This gives you a wide line of fire. The potential of Crossbows is immense. It both Wounds better (a good idea against toughness 4 Orcs) and also reduces an armor save of the opposing troops. Pick a suitable target amongst the advancing units. There is no sense of wasting your massive killing power on five Goblins that were taken by your enemy just to field the Doom diver when you could stop the incoming unit of Big `Uns!
EXAMPLE 2: 3*6 Dark Elf Scouts.
OPPONENT: Empire.
ORDERS: The Empire is notorious for it's ability to field many "Wonder Weapons" that can be very dangerous to the Dark Elves. (Hellblaster is a good example) These things must be dealt with before your own close assault units get stuck in. Therefore Scouts must deploy as close to the Empire War Machines as possible, and shoot 2 bolts each against the crews as soon as possible. After this, they can make a general nuisance of themselves by shooting lightly armored targets.
    3.3.4 Strike Force
Some troops have a benefit of the special rule Infiltration, and such troops are almost all missile troops. Their ability has a two fold advantage. First, they have a good chance to choose a suitable place for their mission, and second, they can start executing it almost immediately.
EXAMPLE: 10 Gutter Runners with add. hand weapons and slings.
OPPONENT: Undead.
ORDERS: Silence the Screaming Skull Catapults as soon as possible, either in hand to hand or with the slings. As the Undead rarely have lots of missile troops, Gutter Runners can sometimes operate in a relative peace. After Chukers, use that movement of 6 and get where the fight is. With strength 4 and additional hand weapons, you should get by handsomely. Watch out for Carrion.

3.4 Flying Troops

Flyers are a very special case, and thus I have separated them from the other units. Their main advantage is (surprise, surprise) their wings! With possibility to move very quickly indeed, they can execute "Blitzkrieg" missions.
    3.4.1 Lightning Assault
All armies have an excellent choice of very powerful monsters, with Manticore taking the pride of place. Such creatures are very fast if they fly, hideously powerful in hand to hand, and on the top of it, they usually cause Terror and have other special rules!
EXAMPLE: 2 Manticores (simple, isn't it?)
OPPONENT: Dark Elves
ORDERS: Take out Repeating Bolt Throwers as soon as possible, starting with the ones that have best fields of fire. Charge enemy regiments from behind as soon as combat gets Close and Personal. Remember to force your opponent to take all the required Terror tests! Manticores are ideal against armies with basic strength of 3 and no high strength War Machines, as their toughness 7 makes them immune to strikes made with strength lower than 4.
    3.4.2 Death from Above
Flying creatures have, due their ability to Fly High, an excellent chance to rid you from those pesky enemy War Machines and Missile troops. Some flyers are a bit too expensive for this role, however, and while using your Manticore to eat the opposing Repeater Bolt Throwers and using the Terror to scare away any opponents near by is certainly NOT a bad idea, it is worth noting that it is not easy to take out enough opposing War Machines when your own point cost is 200 and Repeater's is measly 50! This is because once Manticore lands, it becomes a prime attraction to any enemy characters and War Machine fire. Thus, cheaper flyers are sometimes just as good in killing the War Machine Crew, and don't get so much enemy attention.
EXAMPLE: A unit of 8 Harpies in two ranks.
OPPONENT: Chaos Dwarfs.
ORDERS: To fly High immediately and descend upon the inevitable Earthshaker Cannons. After dealing with these, attack either the Death Rockets or Blunderbuss Regiments (from behind) or, if such target are not present, charge units already engaged from behind or from side, causing panic test and increasing Combat resolution.

3.5 War Machines

The distinctive point about War Machines is that, apart from Chariots, War Wagons, Steam Tanks and very few other exceptions, their crews are THE weakest things in hand to hand you can imagine. It is quite difficult to protect them (if you are not a Dwarf with access to the Rune of Disguise) and they are easily frightened away for the most part.
    3.5.1 Hit the Weak
Some War Machines, like the Death Rocket, Bolt Throwers and in some extent, the Stone Throwers, are at their best when taking out rank and file. When they also cause panic test, like the Flame Cannon, they are very good against armies without high leadership.
EXAMPLE: A battery of 6 Skull Chuckers.
OPPONENT: Empire.
ORDERS: As the leadership of humans is not very high, wanted them to take plenty of panic tests. Thus I ordered the Skull Chuckers to concentrate their fire on units without character leaders.
    3.5.2 Wonder Weapons
Some War Machines are specialized: Flame Cannons and Warpfire-Throwers are wonderful against flammable targets, while Poison Wind Globadiers specialize taking out very tough and/or well armored troops.
EXAMPLE: A unit of 6 Warp-Fire Throwers.
OPPONENT: Undead.
ORDERS: This was an extremely High Risk test that I pulled through. As I was correctly expecting lots of Mummies, I decided that with Ikit leading my army they could get along as long as they were near him and his leadership 9. They opened fire at the close range and toasted a whole unit of 16 Mummies! A classic act of mass destruction! Later they routed a unit of Ghouls. Not very typical example, but it aptly shows that War Machines CAN cause tremendous damage. Their orders were simple: fry mummies and then turn on anything else on the field!
    3.5.3 Herders
Some War Machines invoke almost supernatural fear in most opponent's. Try to use this to your advantage as detailed below. As the enemy will rather go around than get in the range of these devices, they are great at dictating the events of the battle.
EXAMPLE: 2 Hellblaster Volley Guns.
OPPONENT: Skaven.
ORDERS: The purpose of the Hellblasters is to herd the Skaven towards the other, less threatening artillery pieces and the main units of the Empire army that are positioned centrally. With this in mind, they are placed on the flanks of the deployment zone, protected by the Horse Archers and ready to shoot! If Skaven Regiments are foolish enough to come towards them, oblige to them and fire away!
    3.5.4 Mass Destruction
Repeater Bolt Throwers are best when used in Large numbers, as this produces the famous "Kebab" effect that can slaughter whole units. These weapons have long range, they are accurate, and against rank and file they are deadly.
EXAMPLE: Battery of 8 Repeater Bolt Throwers.
OPPONENT: Skaven.
ORDERS: Shoot a concentrated volleys on units in the descending order dictated by the threat that each unit represents. Or keeping it simple: Kill all big blocks of Skaven, Starting with the largest, and ignore Skavenslave units.
As a variant, concentrating the fire of all eight Reaping Bolt Throwers on Screaming Bell might very well do the trick and rid you of a Striker and a Grey Seer.
    3.5.5 Rolling Death
     
Chariots have always been my favorite, and thus I have spent a considerable time in devising tactics for them. There are two roles for them: Offense with the rest of the army, and aggressive defence (e.g. waiting behind buildings until the enemy comes within Charge range.
EXAMPLE: Unit of Three Wolf Chariots, with Skarsnik in one of them, equipped with Skarsnik's Prodder, Ruby Chalice and his Chariot is equipped with the "`Eadbang Banner." All have Scythed Wheels and extra crew.
OPPONENT: The Undead.
ORDERS: Skarsnik's Red Chariots are one of my main attack units. Skarsnik gives them good enough leadership to take tests and any wizard touching them will instantly die as they are an unit! (Cheesy, I know...). Orders are to find and destroy the main units, while Doom Divers silence the Skull Catapults. Ere We Go, Ere We Go Ere We Go!

3.6 Special Units

Here are some examples of very special cases, where I have constructed units that are almost useless in any other mission than the one I had planned for them.
    3.6.1 The Bait
Many Generals regard some units so dangerous that they will commit enormous amounts of missile fire and close combat units to deal with these "Nemesis" troops. For example, I've been known to be a bit paranoid about any unit of Bull Centaurs rolling towards my lines. Such phobias can be used against your opponent: if you think it is worth the risk to field a relatively small and cheap unit of troops that will make your adversary go pale, then try it out! I've seen people to waste amazing amounts of War Machine fire against small mob of Savage Orc Boar Boyz that had no extras at all! Meanwhile rest of the Greenskin army was busy winning the battle by marching in without any distracting missile fire directed against them.
EXAMPLE: 6 Bull Centaurs, Bull Centaur Champion with Sword of Swift Slaying.
OPPONENT: High Elves
ORDERS: Charge towards some important Elf regiment (preferably one with the Mage Lord) and behave in a threatening manner. This should win you some time while Elves shoot at the Bulls and you can deploy your army better and start your attacks with the flying monsters.
    3.6.2 The Trap
The classic of very specially tailored units, the trap is an old favorite. Get troops that will bog down the enemy that you won't fancy fighting. Wardancers, unbreakable troops and cheap troops with Crown of Command should do the trick.
EXAMPLE: 8 Wardancers with a Champion Carrying the Sword of Fortitude.
OPPONENT: Chaos.
ORDERS: Try to tie up the toughest possible unit with the Shadow's Coil. This will give your other troops a Chance in hand to hand. Sword of Fortitude will take care of any Terror/Panic/Fear tests that might otherwise rout your invaluable Wardancers. No other Orders.
    3.6.3 The Hit Men
Sometimes a particular Character, Regiment, Monster, War Machine or whatever that your opponent uses is so dangerous that you might want to equip a unit especially tailored to take this threat out. Sadly, the magic items make the Characters the best troops for this.
EXAMPLE: Chaos Hero on Griffon, with Sword of Destruction, supporting my Bloodthirster.
OPPONENT: Wood Elves.
ORDERS: To get rid of the Black-Gem carrier. As the Black Gem of Gnar is almost the only thing in the Wood Elf Army that is dangerous to the Bloodthirster, I decided to make a trap. I landed my Bloodthirster in the middle of the Wood Elf Army, forced the Wood Elfs to take some Terror tests, and sure enough, a lone elf charged my Bloodthirster and used the Black Gem. Unphased, I used Grey Wings in the next magic phase and moved my Hero with the Sword of Destruction on base-to-base with the Gem-carrier. Then the orders were simple: KILL! KILL! KILL!

3.7 How to Make it Work

    3.7.1 Improvising
If your whole plan against Dwarfs is based to take out their War Machines and the wily Dwarf King takes the field supported only by slayers, Iron Breakers and Hammerers, it is easy to lose hope. I have only one piece of advice: Improvise! Continuing with the example above, the flying creatures you took against the Dwarf War Machines can Fly High and then land behind the enemy regiments, ready to engage them from the rear once your other units get into hand to hand with the Dwarf regiments. Any long-range fire that was planned to take out the War Machine crews can now be directed against Slayers who also have a low (read non-existent) armor save. So when your plan is no longer valid and you can't execute your orders, improvise!
    3.7.2 Supporting Units with Each Other
There is a trick to learn when giving orders to your troops: if they are not compatible with each other your army will not be able to function properly and will be destroyed piece by piece. A good example of this are very small regiments that are placed as a "Charge Cover" in the front of the main units. As these units will usually be cut to pieces by the enemy charges, their death will leave the attacking regiments exposed to your counter-charge. Especially good in such a role are troops that are immune to psychology and/or unbreakable, as these will NOT run away and spoil your plan. There are other, more obvious ways to support units: Keeping units in a firm battle line prevents attacks to the flanks, shooting advancing enemy formations so they lose extra ranks and so on.
Here you go. I hope this gave you some ideas. Please let me hear about them.

4.0 Characters Must Die!

One of the most common complaints I hear when playing Warhammer Fantasy Battle, is the excessive power of characters. People find Chaos and the Undead characters especially troublesome. I stopped using full Character Quota a long time ago, preferring to use other methods to win my battles, and thus far nobody has been able to prove otherwise. I have collected few of my tricks that I use against over the top characters here, and I hope they are useful to you. Mind you, I keep the best ones for myself.
Here are my suggestions how to deal with too powerful characters and daemons.

4.1 Hit Them

This is the old fashioned way of dealing with the ultra-powerful characters: Simply finish them of in hand to hand.
The basic tactic is to ensure that all your close combat units are accompanied by a champion. This gives you a chance to challenge too powerful characters in a single combat so they will be able to cause only one wound. Of course it is very probable that your opponent will have a champion of his own to take up the challenge.
Goblin Netters are one good cheap way of hindering characters and other powerful creatures enormously. Since they only need to hit their opponents to stop them from fighting, they can truly affect the match if they net a Great Unclean One or a Vampire Lord. Just make sure that you charge your opponents and not the other way around. Goblins have so low I that they won't be able to strike first otherwise, and they get killed.
Destroyer is a nice weapon for the Dark Elves, since it can steal spells and magical powers of opponent's items. Since it requires only hit, not a wound to be effective, it is very useful in the hands of a Witch Elf Hero.
Undead have the option of using the Skull Wand of Kaloth with the Hell or Doom Banner. Since this weapon kills outright if a leadership check is failed and a hit is scored, the banners that lower leadership make it very deadly indeed. No armor helps you when your soul is sucked from your body!

4.2 Zap Them

There are many spells that are good for taking out enemy characters. Without giving complete instructions.
I recommend: Curse of Anraheir, Madness, Traitor of Tarn, Crimson Bands (with the Staff of Volans!), Piercing Bolts of Burning (when Character is alone), Fate of Bjuna, Light of Battle (recommended!), The Amber Trance (against Skaven Characters), The Writhing Worm, Bridge of Shadows (any rivers on the field?), Purple Sun of Xereus, Death Spasm, The Curse of the Years (terrible...), Wind of Death (especially in the beginning of the game), Bridge of Ice, Waaagh! (Especially against Vampires!), Curse of the Horned One, Lava Storm (against lone characters), Dance of Despair, Cloud of Flies, Miasma of Pestilence, Bondage of Slaanesh, Chaos Spawn
Ring of Corin is a fine way of getting rid of that Crown of Command or that troublesome Chaos Runeshield. The only problem is if the character in question is protected by the Amulet of Obsidian. It is a good idea to keep the Ring of Coring near the Skull Staff. This enables you to know what items are within 12" instead of guessing.
Doomfire Ring is also handy against characters, though it can be dispelled and the Strength 3 leaves a lot to be hoped for. At least even a magical armor offers no protection against it's effect.

4.3 Shoot Them

Cannons should always be aimed towards characters. Sure thing that they get the "Look Out Sir" roll, but they will eventually fail it. Strength 10 and D6/D4/D3 wounds with no save, even for magical armor should put fear in the hearts of your opponent.
If you see far too powerful opponent to charging upon your hapless unit and you have any artillery to speak about, then flee! You can shoot that offensive creature during your next turn. If that Dragon rider charged from Flying High it can`t even catch your troops!
You should use Dwarf Organ Cannons if possible. Just make them invisible, and put them a bit further than your main battle line. When your enemy is upon you, fire away!
Sky Arrow of Naloer is becoming very popular and causing some headaches to people who like to mount an awful-icky character on an awful-icky monster. It is almost guaranteed to hit any flying target, and punches very hard.
Hochland Long Rifles are popular devices. Since you can pick any target from a unit, they can be lethal against characters. Of course this depends whatever your opponents disallow the use of more than one Long Rifle in one War Wagon or not. Also, Strength 4 and ballistic skill 3 are not that great against powerful characters.
Dwarfs have a very good anti-Character option:
The Flying Hammer(tm) is my favorite way of dealing with too powerful characters and Daemons. Against Daemons take Master Rune of Flight, and two runes of Smiting (2D6 Wounds! Each wound must be saved separately!) Against characters take Master Rune of Flight, Rune of Smiting and the Rune of Breaking (D6 Wounds and breaks opponents magic weapons).
This little device allows me to choose one opponent within 12" and hit him automatically. I tend to give this to Burlok Damminson (remember, Dwarf Special Characters, apart from Felix and Gotrek, can be equipped with any magical items you wish, see Dwarf Book p.81). Since Burlok has a strength of 7 (or 8 if affected by the Scepter of Norgim) I can be fairly sure of causing some damage, and the rune of Breaking only needs to hit to be effective.
Because Chaos Runeshield and the Sword of Destruction affect only those magic items whose possessors are in base to base contact with the wieldier of these things, they are of no use against the Flying Hammer. Since this thing is relatively useless against rank and file, (unless they are Dragon Ogres) your opponent will soon learn to put his/her faith in regiments instead of characters.

4.4 Eat Them

A giant is an entertaining way of disposing of unwanted characters. Since the usual tactic of hiding inside units isn`t effective against Giant, wizards are in a grave danger. If characters are your trouble, just choose "PICK UP" option from Giant`s attacks and voila! You have 50/50 chance of disposing of the troublesome character, and 1/3 chance of getting rid of the character for good! Sure your opponent can make 1 attack, but this might not hit and there is a good chance it doesn't wound. Especially wizards are vulnerable to this. If your Giant decides to eat or squash the bothersome character, then no armor or Black Amulet is going to help him! I have eaten a Savage Orc Lord (lively breakfast), Lord Skrolk and a Champion of Nurgle (Yech!) In my hay-day.

4.5 Trick Them

Van Horstmann's Speculum (the Chaos Special Character's!) Is becoming a real hit. I recommend on taking it against Chaos (and Undead) very strongly. Give the bearer the Hydra Sword in addition and you can score D6 hits with your opponent's strength and Attacks!
Amulet of Ravensdark: Is Bloodthirster or a Vampire Lord on Manticore bearing down on you? Don't worry! Anything that has wings and charges a unit with this item is doomed to die. Especially useful against those Chaos Disc riders.
Black Gem of Gnar: Take the Cheapest Character possible and give him this wonderful device. Since it can be activated at ANY time, you shouldn't be afraid of anything. Just choose the most powerful character you can get into base to base contact, and then "do the Time Warp again!"
War Banner of Mork is a popular with Orc armies. I prefer either giving it to a Battle standard bearer in unit of Goblin Wolf Riders Move 9 or mounting the Battle Standard on a flying monster. Of course your opponent will start to hide his/her wizard inside units to evade this, but at least he can't use those spells that require line of sight.

4.6 Rout Them

Great many super-powered characters use some flying mount. There is only one good thing about them: If they ever lose a battle, they are automatically driven off, or if they fail their break test they flee 3D6" just like regular regiments! To achieve this you need a good combat resolution.
A very good option is the Banner of Defiance. You might not be able to pursue, but you`ll either drive flying creature off, or if that superpowerful creature doesn`t make it`s break test, it is a sitting duck for your artillery.
Another is the Battle Banner. And if these two are combined in one unit (via Battle Standard)...

4.7 Stop Them

There is a unit of Dragon Ogres, led by a Dragon Ogre Lord and a Chaos Lord, rolling towards you? Your opponent just made a classic mistake of concentrating too much in one unit! There are two ways to deal with this:
  1. White Dragon. As long as you score just ONE hit, and the whole unit is unable to do anything at all! (Except fight back when attacked). No spell-casting, no shooting, no nothing! Just blast with your own artillery, and the followers of Chaos are history. Some people have claimed that White Dragon`s breath affects only models hit, but the Beastiary (page. 55) says otherwise.
  2. Other option is to use Wardancers. Just charge the opponents with "the Shadows Coil" and they are trapped in a fight they can not win, since every combat round automatically ends in draw.
Proceed with cannons on offending unit.

4.8 Ka-Boom!

One of the oldest tricks in the book is to use the Heart of Woe to hurt your opponent`s characters. I have a few suggestions for variations.
Mummy Tomb Kings. Do you have any idea how big hole Settra leaves when he explodes?
Dwarfs with Runes of Fortitude(s). You can create a Dwarf Rune Lord with 7 wounds and blast whole Chaos army into oblivion. (I call it "a Medieval Tactical Nuke")
A Dwarven war machine with the rune of Immolation is also good against powerful characters who attack your poor defenseless cannon. I once saw an organ gun with three runes of this kind. Fried that Chaos Lord and his Manticore good and proper.

torsdag 30 mars 2017

A long time ago in a galaxy far, far away....

As I´ve mentioned in an earlier post, I don´t just play Warhammer when it comes to miniature games, I like quite a few different games, I´ve tried out a lot of games, such as Hordes of the Things, Ludus Gladiatorius, Blood Berets, Fantasy Warriors, 40K, Battlemasters etc etc.
Currently I play Warhammer 5th/8th edition, Warhammer skirmish, Song of Blades & Heroes, Kings of War, as well as boardgames such as Conan, Dungeonsaga & the game I want to review today, X-wing.

A little more than a year ago, November 21, 2015, to be precise, my girlfriend gave me a gift certificate to our local gaming store. I used it to buy 2 games, King of Tokyo & Star Wars X-wing core-set.
Star Wars: X-wing Miniatures is a game of dog fighting and tactical space combat. The core-set includes everything you need to start playing the game, 2 Tie fighters & 1 X-wing as well as special dice, dials, movement sticks, upgrades, damage deck etc etc. The base rules are quite simple, as is the missions that come along with it, you can learn the base rules in just a single game.

I got a friend of mine to play through the missions with me, then we put the game aside. I quite enjoyed the game but didn´t want to buy into yet another miniature game, even if the models were pre-painted (very nicely I may add).
This x-mas my girlfriend bought me the new core-set, based upon the Force Awakens.  With that I called my friend for yet another playthrough, now with the new set.  The Force Awakens Core-set does contain much of the same components as the original core-set, but this is because many of the components required to play are much the same.

 The ships are a little bit different in the new set, there´s a new deck for damage, other upgrades & some new scenarios, as with the original game, the game comes with everything you need to play, & with 2 core-sets you can actually play around a bit & play larger battles as well as experiment with the equipment you use on your ships.
The gameplay is fun, interesting & really gives a nice feeling of a dogfight in space. Hands down my favorite part of the game is the maneouvering. The navigation computer mechanic which you reveal depending on pilotskill is one of the coolest game mechanics I’ve tried.  It provides super intense dog fighting moments where you keep trying to read your opponent & hoping they don’t get an edge on you tactically. The combat uses a dice system that works, even though luck can be a factor (but hey it´s the same in Warhammer & KoW as well right) I don´t know how they could catch the feeling of a Star Wars battle better than this. Overall this is the most tactically challenging game except Kings of War & Hordes of the Things I´ve tried to date, not to mention that it´s just as easy as KoW to learn & cheaper to get into, however as with all miniature games, there is one big issue with this game, cost....
But didn´t you just say it was cheaper than Kings of War???
Yes I did, getting into the game is rather cheap, even with 2 core-sets you only pay roughly 60-70$ & then have a lot to play around with, but if you want anything else, or even worse, want to play competetive, then the game becomes very expensive.
I will give you an example, I wanted to be able to field a few more ships, so I could play the normal 100 Points games with some variation, the first ship I bought was the Tie advanced, so I could get Darth Vader, I then bought the Rebel Aces pack to get me some variation with the rebels.

 With that I now had 9 ships in total & the cost isn´t too bad, however I then started looking at some of the lists that were doing well, I don´t want to copy paste from the internet, but I do like to be given some inspiration, & every Darth Vader build included the same upgrade:
Advanced Targeting Computer along with a title to get it cheaper. I tried to find where to get this upgrade, well it was only available in 1 set, Imperial Raider Expansion Pack, which "only" costs 95$, that´s more than 3 times the cost of the basic game! & looking at making the Tie Fighters any good means that I need a certain pilot named "Howlrunner", which although cheap, she´s in the base Tie fighter expansion, still isn´t enough, oh no, people use an upgrade called Crack shot on their Tie fighters, which you can get by buying yet another different ship, & to make matters worse, you´re not allowed to use a single card for all your Tie fighters, no, you need 1 Crack shot for each Tie fighter, meaning you need at least twice as many ships. & this was just for a very basic list including Darth Vader & 4 Tie Fighters.
Lets take another example, the 2016 Worlds Winner:

Dengar – JumpMaster 5000 – 54 points

  • Lone Wolf
  • Zuckuss
  • Overclocked R4
  • Glitterstim
  • Punishing One Title
  • Counter-Measures
Manaroo – JumpMaster 5000 – 43 points

  • Push the Limit
  • Seismeic Torpedo
  • “Gonk”
  • R5–P8
  • Feedback Array
  • Engine Upgrade
A mere 2 ships, but considering the upgrades, the total cost for these 2 ships comes at the nice price of 170 $, & add to that, you also need at least 1 core-set & you will pay over 200 $ for just one list.

You could of course do it differently & just buy a few upgrade cards from ebay, which I did, I got the Tie fighter expansion, then went & bought some upgrades on ebay, but I still ended up paying another 40 $ just for some decent upgrades to the 10 ships I have so far (& I still don´t have more than 2 Crack shots), even then I won´t be able to compete with the best of the lists. Imo this is a big problem & it´s what keeps me out of the competetive gaming of this game as much as I loathed Warhammer fantasy 7th edition with the obvious power creep.
Yes you can use just about any ship in the game, however to keep the old ships good, you need the newer expansions, the powercreep is very real & very obvious, it might not be in the ships, but in the upgrades, which makes this a game that is very costly if you ever want to play it in any competetive way.
Therefore I will keep this as a casual game as much as Warhammer fantasy 4th/5th edition ever was, play the game for fun & don´t care about being competetive, I will continue with Kings of War for that.
Overall I like the core-sets & give them 4,5/5, but the expansions, however fun they are & as great the ships look, is just too costly.. Until Fantasy flight games allow printing of their cards (this isn´t Magic the gathering, this is a miniatures game) or at least release some expansion with maybe all the upgrade cards & nothing else, I can´t see myself taking this game any further. Which is a shame, as the rules themselves & the gameplay is fantastic!
Final verdict
For casual play: 4/5
For competetive gaming: 3/5


måndag 27 februari 2017

Fighting herohammer

Warhammer 4th & 5th edition has gotten a bad reputation due to its label as "herohammer", but imo the game back then wasn't as bad as people seem to recall. If you ask any long-time gamer he will say that it was unbalanced, entirely focused on characters, monsters & powerful spells, but is that really true?

In a way, yes characters were very centric back in the days, my gaming group went so far as to add some limitations on the game:

 Minimum 33% Regiments
Max 33% Characters (Bretonnia may have 50% characters)
No unridden large monsters
No allied characters or warmachines except Dogs of War
No Power 3 spells
Magic Items with a points value of more than 50 cannot be included
Only one war machine, for each regiment in the army
No Fly High

With these changes the game was much more like a game of real strategy where troops mattered, it was an easy fix, army selection became more balanced & no more spells that won games by themselves, but were still useful enough to use.

Games Workshop themselves saw the problem of Warhammer 5th edition & made some tournament restrictions of their own:



But what if you want to play the game as is? Is it unplayable? No, because even if you do play the game as it is, with all the beardy stuff, there are still plenty of ways to combat herohammer.

For starters, champions, back in these days, there were no such thing as overkill in challenges, which means that a lone champion with 1 single wound could bear the brunt of the attacks that Chaos Lord with Blade of Darting Seel & Potion of Strength inflicting 10 automatic S8 hits just made, it doesn´t matter that the champ dies, the champ will lose 1 wound & you will win the combat by just having a standard, a musician & some ranks, making the character lose frenzy & actually have a big shot of breaking him (CR 4 if full ranks vs CR1, he has to roll under 7 not to break). So champions seem like an autoinclude in any unit you think will see combat. Even with the 5:th edition changes that added overkill, the overkill was a max +3, so a lone champ dying means max 4 combat resolution, which means you would still win if you have a musician in a fully ranked unit with a standard.

& what about magic, well there were of course Dispel Scrolls, the Destroy Spell scroll, Talisman of Obsidian, Talisman of Fire, War Banner of Mork, some other protective Shields & banners, really the only way the opponent can get any spells through is if he uses Total Power or the Forbidden Rod (which had an errata in White Dwarf, making it less powerful), a level 3-4 wizard with 3 scrolls & maybe Talisman of Fire on some important unit should see you through most spells for a mere 100 points + the wizards cost.

Then of course there were a bunch of Magic Items which were meant to deal with these powerhouse characters without needing to be in any arms race, just look at the following Magic Items:

Black Amulet - Rebounds wounds onto the attacker on 4+. 50 Pts

Chaos Runeshield - Negates enemy magic weapons in basecontact, Chaos only. 50 Pts

Ring of Corin - Removes magic items with a cost of less than your roll. 50 Pts

Tress of Isoulde - Hit & wound on 2+, no armour saves, Bretonnia only. 35 pts

Van Horstmann's Speculum - Shift stats with those of the attacker. 35 Pts

Black Gem of Gnar - Lock wearer & 1 opponent in time until someone rolls a 6. 25 Pts

Heart of Woe - Explode when killed, causing hits on models closeby. 25 Pts

Not to mention these wonderful items made to combat heroes on flying monsters:

Talisman of Ravensdark - Flyers hit on 6's only, riders may not attack. 50 Pts

Sky Arrow of Naloer - May be used vs creatures flying high, causes D6 S10 hits. 30 Pts

Locked in time, again....

So what if a Bloodthirster kills your hero, he just killed himself as well when facing that Black Amulet, or he may not fight at all due to Black gem or Talisman of Ravensdark, you get the idea, it was very easy to avoid the arms race by just using the right tools instead, you can give these cheap items to mere champions & it won´t cost you a fortune, 2 - 3 champions in your army with say the Black gem, the Speculum & maybe Sky Arrow of Naloer or the Black Amulet will stop the powerful enemy heroes in their tracks, usually for a mere 1/5 of the cost, not only will they be able to remove them, even if they fail, they make sure that the opponent will lose combat due to only causing 1 single wound in combat.

If you look at my tournament Empire army, you´ll see that it was designed to combat powerful enemy characters by using 3 scrolls, the Black gem & The Heart of Woe, it meant that my average humans, who aren´t powerful (or even average at all), could go toe to toe vs Daemon princes & mighty champions of Chaos, making them fear average Joe.

There are of course some units which are great at taking care of characters as well, Goblin netters & War dancers excel at keeping a character locked in combat for ages. Giants are great fun as well, if they should happen to eat a character he won't get any saves, yes it's random, but imagine the face of your opponent when the giant eats his Necromancer lord!
Unbreakable cheap troops are really nice as well, Flagellants cost a mere 10 Points each, with a Toughness of 4 they´re quite durable, 20 of these will hold up a character for a couple of rounds, even if he has some mates with him, cheap roadblock that can actually fight as well. Slayers fill the same role as Flagellants, although a bit more expensive they are also more useful if the character is riding a monster!

So what is my point with this rambling, well I just want to point out that herohammer can be beaten, using troops & lowbie champions, once you´ve done this a couple of times, I bet your opponent will Think twice before including his Bloodthirster in every 2000 points skirmish, maybe the High Elf lord lets the Dragon stay at home next time, fearful of wasting too many points on something that might do nothing & when he starts realizing this, then he will most likely put his lord inside a unit with a champion of his own, now you have a proper wargame about troops instead of what has wrongly been called "Herohammer"

söndag 15 januari 2017

Building an army worthy of winning a tournament

By the end of 5:th edition I decided to go with Empire as my new tournament army due to their cheap characters & abusable troops.
 
The list turned out like this:
Empire General: Flail of Skulls, Armour of Fortune, Crown of Command, mounted on steed with lance, shield & greatweapon.
 
Empire Hero: Potion of Strength, Heart of Woe, Lance, shield, heavy armour & riding a Pegasus.
 
Wizard Champion: Horse, 2 Dispel scrolls.
 
Wizard: Dispel Scroll.
 
Champion: Light armour, shield, lance, horse & Black gem of Gnar.
 
8 Kislev Winged Lancers: Standard bearer with Standard of shielding.
 
18 Flagellants.
 
9 Halfings with bows.
 
5 Kislev Horse Archers.
 
5 Kislev Horse archers.
 
1 Hellblaster

1 Hot Pot
 
Golgfag's Ogres.
 
The idea behind this army was to apply pressure via shooting to force the enemy to come at me.
I had 3 regiments that were tough in combat & next to impossible to break, the lancers had a 3+ save & a nice 16" charge range, the general added much needed punch to the unit.
The flagellants were a bargain, they nearly had the same profile as a chaos warrior for less than half the price & were unable to be broken!
Golgfag's Ogres were the toughest Regiments of renown available (toughness 5, LD9 & 3 attacks each & Golgfag himself had a massive 6 attacks), they were hard to shift.
The characters were support, the hero & the champion were to take out the toughest stuff my opponent could throw at me, while the wizards were mostly there to protect me from enemy magic.
All in all I was very satisfied with this list & the coolest part was that each model was made of metal rather than plastic, I liked the weight of it.

Before the tournament I played a few practise games with it, winning all 4 of them, I had a good feeling about this.

Onto my first tournament with my newly painted army (note, I have the notes from this tournament, along with a few minor details that happened each game, but in no way am I able to remember each game at its fullest), just as earlier it was held at Tradition, in Malmö, the rules from my previous post was used along with an extra rule that said that no more than 50% of the army regiments was allowed to be made up by models costing 50 pts each or more (probably to avoid Chaos Knight, Dragon Ogre spam lists whih were becoming more & more common).

My first game was vs a Dark elf player, he had a very friendly list imo, looking like this:

General on Cold one with Sword of Might, Amulet of Fire & some wardsave.
Master sorcerer with Crossbow, Skull staff, Dispel scroll & Jade Amulet.
Assassin: I think he had Sky Arrow of Naloer on this one as I made a note to not fly high.
Witch elf champion.

19 Witch elves with champ & assassin ^
11 Corsairs with crossbows, Sorcerer here
12 City guard
5 Dark riders with crossbows
5 Cold one Knights with command & Banner of Might
5 Harpies
2 Bolt Throwers

The only thing that really worried me was the Cold ones & that he had such a huge amount of shooting, sure it was weak, but it was close to 50 shots excluding the Bolt Throwers!
We rolled for spells, I got Destruction & Net on my level 2 & Destruction on the level 1.
He got Deathspasm and Blade Wind & some other I haven´t written down in my notes.
I don´t ante anything, he antes my Heart of Woe.

I got first turn, I didn´t move much except letting the flagellants move into a better position & getting the Horse Archers to prevent him from marching. I took down one of the Bolt Throwers in the shooting phase along with a pair of witch elves. My magic drew out his Dispel Scroll.

He moved everything forwards as fast as possible while positioning his harpies between the flank of his witch elves & my horse archers. He shot a few flagellants, killing 4 as well as 1 horse archer. His magicphase didn´t do anything due to a very low roll of 3.

Turn 2 I flew forwards with my Pegasus hero to threaten his remaining Bolt Thrower. I poured some shooting into his witch elves but didn´t do much damage. The magic phase was quite weak & he dispelled my net which I cast on his Cold Ones.

He charged my horse Archers with his harpies, which held due to the short range between them, he also tried to charge my second unit of horse Archers with his dark riders but I fled out of reach. The rest of his army moves forward.
In his shooting phase he managed to hit my Winged lancers with his bolt thrower killing 3 of them, his other shooting took out yet another pair of  flagellants and wounded the Pegasus hero (but thankfully not killing him). The harpies break & kill my pistoliers.
I scrolled both spells he casts due to no dispel cards.

Turn 3 I charge his Bolt thrower with my Pegasus hero. The Horse Archers rally. I shoot his Dark riders with my helblaster, wiping them off the board. I then kill 1 crewmember from his bolt thrower with my hero, but the other one decides to be brave & holds his ground.
In the magicphase I try to cast Destruction on his Witch elves, my opponent dispels it via rebound & he casts Deathspasm on my general. Up until this point the magic phases has been quite uneventful with every spell cast becoming dispelled in one way or another, I hold my breath, knowing that this could very well be the end of my general, which kind of ruins my plan for the next turn, he needs to roll a 5+, but thankfully only rolls a 3.

In his turn he flies high with his harpies, while the Cold ones get stupid. His witch elves move to be within 10" of my flagellants, but as it turns out, still outside my charge range.
He focuses fire on my halflings, killing all but 1 & the wizard hiding among them. I kill off the remaining crewmember. His Blade wind is dispelled.

Turn 4 is where it all happens, I charge my lancers into his Cold one Knights, my Flagellants charge his witch elves but they are 1" too far away, the ogres charge his City guard, which flee. I shoot them down with my helblaster before it explodes due to misfire, killing 6 of them. My remaining Horse Archers move into a position to contest a board edge.
My general challenges his, I cause 1 wound after saves which is doubled to 2, he causes 1 wound. My lancers & champion kill off 2 Cold one Knights, he kills one in return, I win combat & breaks his unit, netting me loads of VP's. I cast destruction on his City guard, but it gets dispelled.

Harpies charge my Hot Pot, his witch elves charge my flagellants, his corsairs kill my hero on Pegasus via shooting, the mount fly off, he tries to score as many points as possible, but it´s not enough & I get a solid victory.



Game 2 I face Beastmen, he has a solid list which looks like this:

Beastlord: Chaos Runeblade, Helm of Many Eyes, Armour of Protection
Master Shaman: Golden Crown of Atrazar, 2 scrolls
Champion with Black gem of Gnar

5 Harpies
3 Minotaurs with additional weapons, not sure whether here was a champion or not.
8 Ungors, skirmishers
19 Gors with standard & musician, Banner of Defiance, he put the Shaman & champion here
19 Bestigors with standard & musician, Banner of Rage, Beastlord deployed here for a nasty 8 Always strike first attacks without armour saves & causing D3 wounds!
3 Chariots with scythes.

This army had me much more worried than the Dark Elf one, I knew I had to avoid his Bestigors, since I had nothing that could stand up to them. Beastmen chariots are probably the toughest & most dangerous chariots in the game, goblin & wood elf chariots are good due to being able to have plenty of animals, chaos warrior chariots are good as their steeds have Toughness 4, but beastmen chariots are amazing, Toughness 4 on both riders & animals as well as 2 wounds each, & they cost less than a warrior chariot!

We started by rolling spells, I got Fireball & Heal on my champion & Net on my level 1. He got Glean magic, some assassin spell & Boon of Tzeentch.  He got 5 Chaos Gifts the only intresting ones killed one of my Horse Archers & giving him a free dispel scroll from Wrath of Khorne.
I used my ante to remove his Helm of Many Eyes & he used his to remove my Black gem of Gnar.

He got first turn & moved everything forwards, his harpies flew high, his ungor skirmishers screened a pair of his chariots. He casts the assassin spell in an attempt to kill my level 1 wizard but I use the same wizards scroll to dispel it & then store my cards.

In my turn I try to position my horse Archers in a way to delay his chariots as much as possible, my hero flies high & I start to shoot, I target his bestigors with my halflings & my hot pot, killing 3 models. Ugh, I thought I had a good shooting phase, but 2 wounds each is tough. 1 harpy plunges to his death from high above, impaled by my heroes lance.
My net is dispelled by a Wrath of Khorne, & he manages to roll a 6 to destroy the spell, so now my lowbie wizard is useless without any spells nor a scroll....

By the start of turn 2 his harpies charge my Helblaster, the rest of his army tries to maneouver into favorable positions. The harpies break & kill my Helblaster volley gun crew, taking them off the board. The magicphase does nothing.

I once again do very little movement, I put 1 unit of horse Archers into a position which will force his frenzied bestigors to charge them, while my other horse Archers run around his chariots trying to threaten his rear. I charge my hero into 1 of his chariots. My shooting do very little damage, the halflings do 1 wound to a bestigor while the horse Archers kill 1 ungor.... In combat I kill one crewmember & manage to break his chariot but fail to catch it.

Turn 3, Bestigors charge my horse Archers which flee, leaving his unit in a vulnerable position.  His other units moved around a bit to get into better positions & protect his Bestigors flank, the harpies return to the table while the chariot rally. He once again casts the assassin spell, this time targeting my level 1 wizard, I try to dispel it via a normal dispel card but fail, which results in 1 dead wizard.

In my turn I charge his minotaurs with my Ogres, my hero once again charges his chariot. In the shooting phase I use the halflings to shoot & kill 1 harpy which is enough to get them to panic off the board. The hot pot misses & the horse Archers kill 1 ungor....
My Ogres inflicts a massive 8 wounds on his Minotaurs, the lone minotaur strikes back with 3 attacks & manage to kill an Ogre by rolling like a god! Nevertheless he flees & gets caught by my ogres, which are now in position to get a nasty charge from one of his chariots.... My hero bounces off his chariot, none of them doing any damage.

His final turn, his Gors charge my Flagellants. The Bestigors position themselves ready for a charge from my general & winged lancers. 2nd chariot charges my Ogres, His 3rd chariot try to charge my halflings which flee, his ungors charge my horse Archers which stand & shoot.
In combat he inflicts 4 wounds on my ogres, they return the favor by causing 1 wound, I lose the combat, but manage to hold. His Gors Bounces off my flagellants, it doesn´t matter that he has a static combat resolution of 7 when they are unbreakable, he will need to kill them to the last man.....

In my turn I charge the last chariot with my Winged lancers, Golgfag position himself to be able to fight, my halflings rally. My hero gulps down his potion of strength in an attempt to finally kill his chariot. Shooting does very little, the only thing I can shoot at is his Bestigors, I cause 2 wounds with my hot pot, killing another bestigor. My general kills his chariot, Golgfag manages 2 wounds on the 2nd chariot, which deals 1 in return, it loses by 1 but holds, my hero kills off the crew of the final chariot but the tuskgors kill the rider in return, I still win the combat & the chariot thankfully breaks. The gors kill a few flagellants, which kill 1 gor in return, my troops hold despite a massive loss in CR. His ungors have a lucky round of combat & kill 2 horse Archers which breaks & flee, with no chance of rallying.

All in all a very close fought battle, I managed to avoid 2 of his 3 chariots & his Bestigors didn´t see a single combat which was good for me, my plan worked, I had hoped for a minor victory, but the margin was so close that we got a draw.
After the battle we had a nice chat about his army, I pointed out the weakness his army has from the minotaurs, changing them to a pair of Dragon Ogres would probably be better due to higher toughness, strength & save, while not losing more than 1 wound & 1 attack, & also gain a smaller footprint.
I also asked why he uses the Chaos Runeblade instead of Flail of skulls, which literally does the same for less points & gives him an easier time to wound his opponents, which he doesn´t really have an answer to, I might have given a good opponent some bad ideas.....



Final game of the group-play, I am up against High Elves.

Army looked like this:

General: Armour of Meteoric Iron, Bow of Loren, Potion of Strength & a Halberd
Level 3 wizard: Staff of Osiris, Destroy Magic Scroll, Jade Amulet
Champion: Sky Arrow of Naloer
Champion: Black Gem of Gnar

Big unit of White Lions (champ & general here)
14 Lothern Seaguard (champ & wizard here)
2 Units of 8 Archers

2 Bolt Throwers
1 Chariot

Most of his army is built up by using the plastic models from the 4th edition starter, however it´s nicely painted so it still looks real good. I ain´t worried to lose this game tbh, he has lost both his first games vs my earlier opponents big time & he doesn´t really have anything to threat my units with, his White lions strike last meaning I will probably be able to kill enough before they strike back with those massive axes of theirs. I don´t have many notes from this game, not sure whether I got caught up in the moment or if I was just a bit ignorant.
I have written down my own spells: Move unit, Blast & lowbie got Curse, all very useful spells in this game. No notes of his spells.
I ante away his Staff of Osiris, he antes my Standard of shielding.
I got first turn, & for once I am the one moving forwards, my artillery & halflings kill off some sea guard. In the magicphase I cast Move unit on my wizard who has joined my general's unit, he dispels it via his scroll but fail to destroy the spell, I then cast curse on 1 Bolt Thrower, which gets through.

He stands still with his entire army, his general gulps down his potion of strength & then everything he has but one unit shoots at my Winged Lancers, resulting in 6 dead lancers, but they hold. His last Archer unit kill a pair of horse Archers, which also manage to hold.

Second turn I start to charge, my general & the few lancers left alive charge his Seaguard, while my Ogres & Hero charge his main unit. Not much happen in the shooting phase.
He challenges Golgfag, but his personal standard which also count as a champion take up the challenge instead, leaving Golgfag free to act like the Hulk. The ogres smash apart his White Lions, killing 6, while my champ inflict a single wound on his general, which does none in return. My hero kills another 2, while a single White Lion strikes back & take off a wound from his Pegasus. I win the combat by a lot, breaks & catches them.
The second combat doesn´t go so well, my general is caught in time by the Black gem of Gnar, my champion, wizard & remaning 2 Winged Lancers only manage to kill 3 Seaguard, however while I do lose the combat due to his musician, he does zero wounds in return & he doesn´t break me.

At the start of his turn his chariot countercharges my winged lancers & I elect to flee rather than take the impact hits, he shoots at my Ogres, killing 1 of them.
The magicphase does nothing, I scroll & dispel everything he casts.

Turn 3 see me turning around my Ogres, hero & winged lancers into favorable positions, my general returns from his stint in time, kills the enemy champion but lose big time due to ranks & standard, however unmodified LD10 keeps him hanging in there. I also move my helblaster forward a bit to get into range, while I shoot some Archers with the rest of my shooty stuff. In the magicphase he casts drain magic, ending it quickly.

My general kills his wizard in my opponents turn 3, however he survives due to escape, his chariot charges towards my Winged lancers who flee once again. No spells are cast, not sure whether he didn´t have Power cards or I dispelled them all.

In my final turn I charge the ogres into his Sea guard, my flagellants charge a unit of Archers, my hero charges his wizard.
I kill off 1 bolt thrower with my Archers, while my helblaster kills an entire unit of Archers. Sea guard lose horribly & are run down, same with the Archers. My hero end up killing his wizard. I cast Move unit to get my winged lancers to charge his chariot & this is when my opponent gives up, he has a chariot in combat & a single bolt thrower, while he hasn´t killed off any of my units, his last chance of doing any real damage had been if my unit of Winged lancers had been outside combat.



This guy was a really friendly player, he had a sound tactic developed which just didn´t work IRL due to his Archers not having a higher strength. I asked why he used White Lions over Swordmasters, & his honest reply was that he didn´t own any.
Having a second chariot instead of 1 Archer unit might have been more useful as well, providing him with some more Heavy hitters.

So 2 wins & 1 draw took me to the quarter finals, which I will get into next time. See you soon!