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| Some tactics; Tactics | |
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| Tweet Topic Started: Nov 22 2004, 10:56 PM (7,589 Views) | |
| snyggejygge | Nov 22 2004, 10:56 PM Post #1 |
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High Zar of Khorne
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Warhammer Fantasy Tactics This is made with all armies in mind, not just chaos, as I play many armies & posted it on another Forum as well Checklist: I have composed a checklist that I follow when building my armies, itīs listed below, and after that I tell you how I actually make every step. * Study your opponents and your own army, decide the overall plan based on your own army but keep your opponents army in mind * Choose the overall strategy * Define tactics, choose what troops you need * Choose the right tools for the job. Buying and equiping the units and characters that suit my plan * Deploy the troops. Putting together the battle line and using the terrain to give the greatest possible advantage * Things to remember during the game Know thy enemy: Before chosing the overall strategy it is well worth looking at the strength & weaknesses of your chosen enemies. While it is true that it is virtually impossible to make a good defensive Skaven army, & therefore some of the suggestions below may be useless to some armies, the general guidelines should help... Bretonnia: Strong Points: Unlimited number of Knights, Lance formation, wardsave on all knights, flying knights, Grail knights, the Green Knight! Dealing with them: The Bretonnians are vulnerable to items that negate armour saves, so get those warmachines, buy any magic items that allow you to strike first and/or negate armour saves... Magic is also a good way of dealing with them, best lore to use is shadows, trying to get:Creeping Death & Unseen Lurker Chaos: Strong Points: Almost all troops are powerful hand to hand troops, ambush, chosen, countless magic items, marks, with undead & Lizardmen the most powerful characters you can get, Dragon Ogres. Dealing with them: The thing to remember is that very few things can deal with chaos in a fair fight, donīt be fair, buy all possible combat enhancing things you can get, War Banner & characters leading the way. Flee from battles youīre destined to lose. Shoot alot, but donīt over rely on it as chaos has many flyers & if beasts they can ambush your forces... Watch out for Chaos Magic (unless your opponent plays Khorne) Chaos Dwarfs: Strong Points: Bull Centaurs, Earthshaker cannons, dwarfs that can use magic, cheap hobgoblin sidekicks, High leadership. Dealing with them: You must get rid of the Earthshaker cannons, flying troops, missile troops, war machines, magic, anything will do, but kill that crew! Against Bull centaurs iīd recommend items that provides extra Strength & Boltthowers. Dark Elves: Strong Points: Cold one riders, Dark Riders, Repeater Bolt Throwers, Shades, Manticores in less than 2000 points! Witch Elves (unless playing with troops that have good armour save or high toughness). If cult of Slaanesh they are immune to psychology & have Druchii Annointed & Chaos Troops! Some of the best magic items in the game. Dealing with them: Toughness 3 is the key. Like most other elves the Dark Ones are very vulnerable to high Strength attacks. Take some highstrength troops & some missile troops to take on the rather lightly armoured Dark elves. Dark Riders can be quite annoying, take something to deal with them, take out any Repeater Bolt throwers they have as soon as possible. Protect your flanks! Dwarfs: Strong Points: Customized magic items, very resistant to magic, quality troops, many devastating warmachines (esp. With runes on them), high leadership, toughness 4. Dealing with them: Take flyers to deal with the war machines. Take war machines that allow no save as the high armour save of the dwarfs are legendary. The only real weakness of the dwarfs is their slowness. If you play correctly you should be able to dictate the events. Attack their flanks, evade their characters unless you know you can win the combat, be sure to have high strength units so that you can wound the dwarfs & negate their armour save. Sword of Might is Gold versus the dwarfs! Empire: Strong Points: Vast array of troops that make it very hard to know what youīre facing, Flagellants, Knightly orders with Full plate armour, Warrior Priests, dangerous War machines (read Steam Tank), detachments. Dealing with them:Humans have low Leadership so terror and such things work very well against them. If you have superior hand to hand troops then charging across the battlefield as fast as possible is good. Almost any flying units can deal with the war machine crews of the Empire. Evade the Steam tank, it isnīt worth the trouble! High Elves: Strong Points: Repeater Bolt Throwers, high movement rate, always strike first, very powerful mages, Swordmasters, multiple dragons. Dealing with them: Toughness 3 is the key. Like most other elves the High Elves are very vulnerable to high Strength attacks. Take some highstrength troops to deal with them, shooting is great as most of them have low armoursave. Avoid swordmasters, take an unbreakable unit to hold them up or charge them with multiple chariots. If you have magic items that make it harder for the elves to hit your troops with shooting and magic or allow an extra save vs those things then take them! Protect your flanks... Lizardmen: Strong Points: Cold blooded, extremely powerful characters, best hand to hand troops in the game, very versatile list! Dealing with them: Low Initiative is the key here, get some high strength troops or some cavalry to deal with the sauruses, let your champions challenge the heroes of the Lizardmen, donīt bother with the skinks unless you have some fast moving unit with high armour save...The best way to defeat this army is to divide and conqueror, separate the units and take them piecemeal. Ogre Kingdoms: Strong Points: Tough Core Troops, Fear causers, faster than the average army, Impact hits, powerful characters. Dealing with them: Using cavalry to get the charges is something all armies can do & against Ogres, which cause impact hits, itīs more important than against any other army, if able to flank them even better! Take some multi-wound weapons to cause the Ogre player to have even more headache. (This is the army Iīve played least against & I canīt guarantee this will work with all armies) Orcs & Goblins: Strong Points: Superior numbers, many good hand to hand units, Dangerous war machines, fanatics, Great magic (perhaps the best lore in the game), useful & cheap shamans, powerful magic items, wide choice of different troops. Dealing with them: Against Orcs & Goblins I either make a superior and fast assault army, or go for full defence. Neither is 100 % sure, if the greenskins are having a good day a hand to hand is useless against them. On the other hand, a systematical concentration on their units with some hard troops should break them, be sure to not start with the goblins, as breaking them wont even cause panic on the Orcs... Use some cheap troops to dig out the fanatics or to lure away the Savage orcs.... Skaven: Strong Points: Ratling Guns, Plague Monks, Rat ogres, large & numerous units, some extremely deadly spells, many good magic items, deadly war machines... Dealing with them: Skaven are an all or nothing army, if their initial charge fails they are history. You must be ready to take casulties, nothing will prevent this. If you play defensively youīll need alot of missile troops since the number of opponents you must kill is very great. Concentate the missile fire. Troops with good armour save are often a great buy since the strength of the skaven rank & file is often 3. If you do however take all those knights or Ironbreakers etc. Be sure you have some way of dealing with the Poison wind Globadiers & Plague Censer bearers. Be wary of "slavetraps". Kill their mages! Skaven sorcerers are hideously dangerous. Use Lores that donīt require line of sight.. Tomb Kings: Strong Points: Screaming skull catapults, units of chariots, fear causing troops, staggering ability to absorb damage, Undead constructs, it came from below rule. Dealing with them: You must realize that the characters are the things that count in an undead force, take out their characters with anything you got, search out the Hierophant, without him the army begins to crumble... Watch out for the Undead constructs... Vampire Counts: Strong Points: Extremely powerful characters, fear causing troops, can raise new troops, destructive magic phase, great magic items, powerful heavy cavalry, etheral troops, Black Coach. Dealing with them: Just as with the Tomb Kings the characters are the things that count, while most rank and file are just there to provide a look out sir roll & some ranks. Try to get a Truth Sayer & a scroll caddie (low level wizard with 2 dispelscrolls) to stop the horrendously powerful Vampire counts magic phase. Learn which spells that you should let go trough & which to stop... Wood Elves: Strong Points: War Dancers, Dryads , great with missile weapons, great magic items, good magic lores, highly maneuverable, advanced delay tactics, lots of fear & terror causing troops. Dealing with them: Well itīs hard to really tell how to deal with the Wood Elves, as the armies can be quite varied, one time you might be up against a shooty army & the next time itīs a fast hard hitting army. But remember that the elves are very frail, lack ranks & if they donīt get the charge youīll often win the combats! So taking some fast units to engage the elves is probably the right solution, massed fire is also something that would work against the elves, as they have no armour save what so ever... Donīt go hare chasing, most of the wood elves are quite fast, donīt chase them unless you can catch them. Remember that you get extravictory points for each of your unit in their deployment zone... Know thy Own Troops Of course knowing your enemies troops wonīt help much if you donīt know your own troops! Remember to choose a strategy that suits your own army, think carefully in what way your army would deal with your opponents troops & start think about the overall strategy of your troops! Choosing the overall strategy & specific tactics: After deciding in what way you want to deal with the enemy, you must choose your overall plan: Will you defend, attack or do both!? Offensive: * Charge! There is nothing wrong with making an formidable assault army. There are suitable troops in every army (altough some armies isnīt very good at charging, they can make an offensive list). Take the most powerful pointsworth close combat characters you can get, arm them with either Great Weapons, Halberds or some shiny magic weapons & put them in the best armour available. Remember to protect your units! Be sure that every main unit has some kind of protection against both missiles & magic. Be sure to have as many you can muster, use screens against shooty armies! Pick your fights: Defeating a unit of Goblins or skavenslaves wont give you many victory points! * Steady Advance. When playing a mainly offensive army & facing another of the kind, it might be a good idea to soften up the enemy before engaging them. Troops should move towards the enemy, but not to charge headlong into the first enemy unit in their path, but rather advance steady while your missile troops & war machines take out some ranks from your opponents troops, giving you an edge in close combat... *The Waves. The Waves tactic 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 consist of very fast troops that can cause some considerable damage in hand to hand, folowed by slower & more pwerful troops. For example Skaven Plague Censer Bearers & Gutter Runners assault first, having all the killing power you need, followed by frenzied 6 character heavy units of Plaguemonks. * The Hammer & the Anvil This strategy is similiar to the Waves tactic in that you split your army in 2 parts: one part should consist of heavy & fast hitters such as Chaos Knights, Dragon Ogres & Chaos Chariots, the other of rockhard infantry such as Chaos Warriors & Bestigors. Split up your characters evenly between the 2 parts. Deploy all of your fast moving heavy hitters on one flank & the infantry on the other side, charge in with your knights etc. As fast as possible & then move into the flanks of the rest of the army creating a U turn, while your infantry steadily marches forward on the other flank, creating an anvil for your opponents troops. Defensive: The basic defensive strategy is to field all possible missile troops & war machines & then wait when your opponents marches towards you under a rain of steel... However a wise & experienced general will know that even though the casualties will be immense, once the hand to hand fighting begins a defensive army is history, since almost all missile troops are fragile in close quarters this will need some strategic variants. If you choose to defend be sure to pick the right tools, if youīre facing Orcs then longbows will not be enough. If expecting Empire knights then even the usually devastating helblaster wonīt be enough to get through their 1+ armour save, better to use some cannons that ignore saves! On a final note, never field an army without any good hand to hand troops, close combat is an essential part of warhammer & if even 1 unit of decent hand to hand troops reaches your line, your missile troops are history! * Concentrated Defense In this strategy almost no enemy units should make it through your hail if missiles. If you know your enemy prefers to advance with faster troops leading the way, followed by some infantry, concentrate all your fire on the nearest unit threating your line. Weakening the unit enough for your own hand to hand troops to take care of without any problems. In this strategy be sure to pick your targets carefully! Donīt waste any arrows on screens or such unless you donīt have a choice. Remember to give your characters Missile weapons aswell! *Deep defence This is just a variant of concentrated defence rather than a new tactic, basically it just makes you get an extra round of shooting by deploying all your troops as near your own table edge as possible. The trouble with this strategy is that any troops fleeing or broken in combat will certainly flee off the table. * Moving Reserve This is a very good tactic for the armies like Elves who traditionally have missile heavy & fast troops. The trick is to have fast & powerful reserve that moves to meet any threat that charging enemies make. Meanwhile the rest of the army shoots at the advancing troops. While just one or two powerful units does not cost as much as a full hand to hand force, they can throw back the enemy offensive with a well timed charge. A good example of this is an High Elf force consisting of 1 unit of Silverhelms including a battlestandard with battlebanner, 1 unit of Swordmasters, with warbanner & a character, 4 Bolt Throwers, a wizard or two using Lore of Fire & as many archers the rest of your pointallowence gives you. Split Strategies: * Flank Attack Many people like to field a variable army that has both offensive & defensive troop types. This is as good as any army, as long as you know what youīre doing. The very claasic move is to concentrate all your offensive troops on one flank, & all of your missile troops on the other. While your melee troops charge & break any opponents on their own flank, th missile troops pound the incoming enemy on their flank. The offensive army then turns to face the enemy going for your missile troops & tries to charge their flank or rare. This reminds a lot of the Hammer & the Anvil tactic & if this works according to the book the units should be able to roll the battle line defeating a foe after another. The trouble is that this is a very classic strategy & an experienced general knows what youīre doing... * Defensive Arch This is a more defensive version of Flank attack. You still divide your troops in half, defensive & offensive. Your missile units should be in the middle of the line & put your offensive troops on each side of them, then during combat you race with your offensive units on each flank to make an U. Hopefully your opponent will have deployed centrally & has to advance within this U or he will have to make many moves out from the centre to start move on the flanks, thus buying you time to fire at your enemy weakening his hand to hand units. Catched between your Hard hitting Hand to hand troops & your missile troops your enemy will hopefully get crushed. Other Strategies: You probably have many other strategies & plans of your own that differ radically from the classic strategies I have explained above. & what the heck try them out, the worst thing that can happen is that you lose a game or two... Mustering the Troops Now you should have a pretty good idea of what troops & characters youīll need to carry out your brilliant plan. When you choose them try to remember what their uses are. 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, just improvise! But if you do have a plan, try not get distracted by trivial things & carry on regardless of any harassment. It is a very good idea to write the purpose of every unit and character on your reference sheet/army roster. It may seem that you can remember every detail before the battle, but once the fighting starts the excitement of the battle will soon make you forget about small details. The General When building an army I usually have an idea of what I want to include, so considering that, I personally always select the general first. Since heīs possibly the best fighter in your army, consider first do you want him in the frontline dishing out damage or do you rather make use of his ability to lead units within 12. This is a very important choice! I believe about 90% of the warhammer players prefer a hand to hand oriented general, but Iīm not sure this is always the right thing to do. Most armies have access to fighters via heroes and such, but only one model in the whole army has an ability to extend his control range to 12. It might be a good idea to give your general a wardsave, some magic resistance & as heavy armor you can find, place him in the center of your line. He must then be protected against enemy killing machines, but any unit heīs leading is almost guaranteed to stay on the line, especially if accompanied by the battlestandard bearer! However if you decide to make your general a melee monster, I donīt think you need any help on equiping him, a greatwepon/magic weapon, wardsave & put him on top of either a steed, joining your knights or put him on a large monster. You know this already... One last thought, if not wanting to use the generals leadership, I prefer using a hero as a general skipping my lord choice entirely, giving me more troops. Heroes From the lowly goblin bosses, to the mighty Exalted champions of Chaos, there is plenty of choice, the only thing you must do is to decide the purpose of each hero, since they often (unless playing less than 2000 points) lack the leadership qualities of the general, I prefer taking my hand to hand machines from the ranks of heroes. Champions Just take one for every melee unit you have. With their challenge ability, this is bound to be a wise decision. If you donīt have them, demigod-combatants from hell will demolish your units, be prepared though, because your opponent will probably also have a champion to take up that challenge, but sometimes they donīt & then you just praise the lord (Blood Dragons must take the challenge, so God must have something against them!). Wizards Magic is quite a powerful tool in the arsenal of almost any army. Even with wizards you should take what you need to carry out your plan: Offensive armies benefit from a friendly wizard using Lore of Shadows/beasts that can help them move forward as fast as possible, while many defensive players regard their wizards as another artillery piece & go for offensive magic like Lore of Fire/Heavens. My best experience with such a wizard are when equipped with multiple Powerstones.A Heavens wizard lord with 4 Powerstones & Comet of Cassandora can be quite devastating! Remember that your opponent will almost always use some magic so if you dont have many dispeldice equipping a single wizard as a scrollcaddie can be necessary to not get blasted away... I almost always ensure that Iīve got some protection against magic, usually using a level 2 wizard with dispelscroll & spellfamiliar (or cheap boundspell) & a fighting hero carrying a magic item that makes him a level 1 spellcaster (almost every army has some kind of magic item that makes a character a mage aswell), this gives me 4 dispeldice which should be enough to stop the most dangerous spells, while also gives me some spellcasting ability! A last word on characters, remember to give them regular equipment too! A Black Orc big boss with a great weapon donīt really need a magic weapon. The Units 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 Bretonnian Grail Knights are the best money can buy. Whatever strategy youré using, you should always seriously consider if you wish to include these troops in your army. If your troops have some inbuilt advantage it is usually a wise move to use them! The roles of the units: Main Block Many warhammer players put their trust in one superpoweful unit accompanied by a legion of characters, boosted with a magic standard. The weaknesses of such units is that your opponent might just cast Plague or Curse of years on it with Irresistable Force, thrashing your unit & hopes of victory, or he might just never get into hand to hand with the unit, leaving you with an expensive unit that hasnīt done anything... The strong point on the other hand, is that they are dead hard! Imagine a 40 Strong unit of Blackorcs, with heavy armour, greatweapons, characters in the front rank & a magic banner as the regimental standard. There is very little you can do once this unit starts stomping all over your army! Building such mainblocks is a good bet for armies like Skaven & the Orcs & Goblins that have very cheap troops, so they may be able to build 2 such units instead of just 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 units into three broad categories: * The steel square Infantry is the most numerous type of rank & file, & almost all armies have a good option of infantry out of which their main units can be made of if they want to dield an infantry based army. If you are not worried about missile troops & war machines you might just want to wait for your opponent to come to you. Especially if your opponent favours fast armies, then it is hopeless to ever dream about getting to charge your enemy. A better option is to choose some rank & file with very high armour save, joined by some defensive characters & having a combat resolution boosting magic banner. Such units can take on even a concentrated enemy charge & then punch back so it hurts! *Thundering Hooves Classic shock elites of almost every army are heavily armoured knights with lances, magic standard & a character. The main block of heavy cavalry should have a charging strengt of atlest 6, armoursave should be atleast 2+ & the charge range 12 & preferably more. The weaponskill should be more than the average troops have. Some units like Bull centaurs, Chaos Knights & Sauruses on cold ones are still heavy cavalry in my mind because of other redeeming qualities. You may get away with medium cavalry (like S 5, 3+ armour save) but I donīt recommend it. It is sadly true that some armies (like High elves) canīt have true heavy cavalry, so if they want to field such units they have to field what they can get. But remember, there is always Volandīs Venators at your service. * The Steamroller The infantry can also serve as your main assault force. While it lacks the greater potential to charge & often donīt have as good armour save as cavalry it is much more numerous. It can easily absorb almost any kind of missile casulties & still have 4 ranks when it gets into hand to hand. Also its front rank will be narrower, allowing you to have 2 characters + command only, to dish out more damage while not receiving so much... Choose the best hand to hand fighters in your army & give them suitable weapons (spears might be good if Strength is high enough, otherwise halberds are great!). Remember to lap around if you win battles & above all choose magic items & spells that can help protect your main infantry units, so your steamroller will have some punch left after the first combat. Assault troops There are plenty of troops that can fight well without many ranks & standard & doesnīt need characters to dish out the damage. Trolls, any kind of Ogres & some cavalry units are good in this role. Just donīt think they can take on the entire enemy army by themselves! Their best place are in the flanks of the main unit, ready to charge the flanks of the enemy as soon as your main units get stuck in. This will give you additional combat resolution boosts from the flankcharge & the extra wounds they cause, & remember that your enemy loses his rank bonus aswell! The downside of this kind of troops is that they attract an unhealthy amount of missile fire. While loosing your units in this way is sad, remember that your main units will be saved from the missile fire. Traps You donīt have to fight all your enemies. Skeletons created by the raise dead spell, Troll Slayers, swarms & all other unbreakable/stubborn troops are excellent for tying up powerful enemies. If a unit of Chaosknights spend the entire game killing a 20-30 zombies, they wot have much affect in the decisive combats. Support troops * Hunters Some units can be given a specific mission of destruction, you might be tired of the Empires pounding down your troops, such things call for drastic measures: A skavengeneral might get some Gutter Runners, with their admirable hand to hand potential & special deployment rules they are excellent troops for dispatching warmachine crews. *Missile Troops Donīt be blinded, the purpose of missile troops is to kill their enemy from distance, never ever use them in combat, the lack of ranks & standard already swings the odds heavily in your opponents favour. Remember never ever give your missile troops armour, itīs just a waste of points... Only time I ever charge with missile troops is when you can get a free flank attack, but remember that the opponents shouldnīt be helped by your flankcharge, so only charge weak troops with them! *Harassers A good support for a defensive army is a unit of harassers, the classic example of this kind of troops are the empire Pistoliers.. The role of harassers is to stop powerful opponents from marching by being within 8 of them, shooting with their missile weapons at any convenient target & staying out of the enemyīs charge range. * War Machines Even when you choose war machines, you should remember your strategy, Chariots for offensive armies & cannons for defensive ones. If youīre putting together an offensive army, it is still worth considering to buy some artillery support. A dead enemy is a good enemy, if youīre planning on closing in as fast as possible, donīt use war machines that scatter, itīs extremely painful losing troops to your own fire.... * Dogs of War Many groups ban Dogs of War entirely, but equally many enjoy the chance to field something different. Most generals use the Dogs of War to boost their weak points, for example some Dwarf players might field Truthsayers so theyīll get a shot in the magicphase, another example is a defensive Empire general using Long Drongīs Slayer pirates to get 2 unbreakable units (Flagellants being the other one). As with other troops, Dogs of War should also fit to your overall plan. What are your orders? One of the greatest problems an aspiring warhammer commander faces, is not to make a plan, but to stick to it! Iīve seen many carefully constructed armies, with a great & cunning plan, crumble just because their general didnīt know what to do with their troops! Their units lack a purpose: While individually strong & 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 general. Improvising If your whole plan against Dwarfs is to take out their war machines & the dwarf player turns up with a slayer army, itīs easy to lose hope, but donīt despair, use any units that would take care of the war machines as rear chargers & any war machines can be used to try & take out enemy characters instead! So when your plan is no longer valid & you canīt execute your orders, improvise! Deploying The next step is to put your troops into the right position in the battleline. When placing your troops, ask yourself: If this unit is placed here will it get into battle? If youīre putting a unit of dwarfs on the extreme flank, the answer is usually no. Put units that support each other next to each other. Deploy fast troops on the flanks & slower ones in the middle. Look for advantages in the terrain. Watch out for places where scouts can hide. Some things to consider when deploying is manoeuvrability, shooting & combatpower. If your army has more manoeuvrability than your enemyīs force you might want to spread out your deployment a bit as you aim for flankcharges etc. If your opponentīs force is more manoeuvrable than your force you should concentrate your forces over a smaller area, using your superiority of numbers to cover exposed flanks. Think in advance about the fields of fire. You will have to be careful about how you deploy your missile troops so they donīt have to move all the time during the game, making their shooting less accurate. When deploying also consider that your opponent might have some shooting capability, so that you donīt expose your expensive troops to unnecessary fire. Also you might want to spread your units a bit if your opponent uses stonethrowers &/or mortars. You might also want to spread your units if you know that his troops will be outside his generals leadership bonus, attacking vulnerable units. You could also spread out your units if your opponent has frenzied or powerful troops, forcing him to split his forces. On the other hand, if your troops are better in closecombat than your opponents, he will want to charge each of your units with many units at a time, to prevent this you should ensure that you deploy your superior troops with something that protects their flanks (either terrain or other units) forcing your opponent engaging your units with one unit at a time. Important things to remember during your games Movement Movement is the most important thing in warhammer & the key to win battles. Coordinate your forces to maximise the hitting at the point of attack. Always support your troops as they advance. Look into the future Try and predict what's going to happen next. If you do A and you're opponent is as smart or smarter than you, what would you do if you were in his place. What else would you do besides that? Or more importantly what CAN he do? Try to anticipate your opponents moves & set up your forces to take advantages of his mistakes. Think smart Don't ever, ever, ever rely on your opponent being a dummy. If you find yourself thinking that your opponent won't notice something, start to consider what you will do if he does. Table quarters Each one is worth as much as a banner. When designing an army always include a couple units with defense in mind to guard your own two quarters. Missile troops work very well for this. Plan which table quarters you want 2 turns before your last turn. You may end up with more than you expected, but rarely less. Target Elites and Characters In the average army, Elites and Characters eat the most points. Elites typically have small unit sizes and are easier to break with ranks and standards. Banners They are especially worth it when they are on small units or in a unit recovering from combat and is now in sad shape itself. This is often an easy way to wipe out a big unit of his, get your banner back, and get his banner. Use psychology to you advantage Panic, Fear, and Terror can easily be used as a weapon. A Panic test can cripple an army in the course of the game or for that matter a single turn. Unit strength and fear are directly related for combat resolution. Know where the points are A unit of 20 goblins without standard is a waste to kill. Shooting up or killing the unit of cavalry or the elites is a much better return on your investment. Targeting wizards Even if you are not playing a magic powerhouse army, removing the magic threat gives you a phase you can dominate easily, or atleast stop worrying about. Don't waste time chasing hares A level four Wood Elf wizard on a Warhawk is a huge chunk of points and could easily decide a game, but catching one will almost always rely on your opponent doing something stupid. Like wise skirmishers will almost never be caught by a ranked unit. Don't count on those units as victory points. Chasing hares is okay if it keeps the hares busy and prevents them from the eating the garden, but don't expect rabbit for dinner. Be able to do math Know how much you have lost and roughly how much you've killed thus far. Is killing the enemies general's unit that important when you've got a 700 point lead? Is your 700 point lead tied up in 3 captured standards and 3 remaining cavalry models? Is his 700 point lead tied up in 3 models? Fight the combats before actually fighting them While killing your opponents forces can be great fun, combats are won by combat resolution. So to enhance your chances of winning a round of hand to hand combat, try to know your combat resolution before it starts, count the ranks, add the standards, then the only thing left to consider is the number of wounds caused in the battle, try to anticipate how many that will get killed from each side. If the combat is in your favour then charge! Otherwise it might be a good idea not to charge... Hit the characters Always try & kill the characters, unless they are much harder to kill than the average trooper. & always make one attack against your opponents champion, if you miss, then you would have missed a normal trooper anyway, but if you hit, then it hurts your opponent alot more! Never give up If you design your army right, the game is very rarely over until the minis are put away. As long as you have units you have options. Almost any unit can break if you can get a flank charge and some characters support. As a last note: Pray to the dice gods! Credits to Darmort whom helped me with how to deal with the Dark Elves. I will make a list made entirely with chaos in mind later, but I hope this will help until then! |
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| end of mankind | Nov 22 2004, 11:47 PM Post #2 |
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Clanlord
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very nice snyggejygge! it took me a while to read, but you said some true things in there! |
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| snyggejygge | Nov 23 2004, 02:21 AM Post #3 |
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High Zar of Khorne
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Thanks! |
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| Sirlord | Nov 23 2004, 03:24 AM Post #4 |
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Corruptor of Bretonnians
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Good job! :D |
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| Gurkhal | Nov 24 2004, 10:35 PM Post #5 |
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Master of the Eleven Foot Stick of Supreme Sticking
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Very, VERY intressting and useful. Nice work! |
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| Guardian of the Queen | Nov 28 2004, 06:17 PM Post #6 |
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High Oracle of Lagoth
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Wow thats good. |
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| Hargothbloodrinker2 | Nov 28 2004, 11:18 PM Post #7 |
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Prophet of the Dead
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here! here! how long did it take you to write? |
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| snyggejygge | Nov 29 2004, 05:37 AM Post #8 |
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High Zar of Khorne
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I worked on it now & then in 3 days, but gathering the information has taken all my years of playing ;) |
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| rogge_85 | Nov 29 2004, 10:26 PM Post #9 |
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Anti spammer
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Man I would tire a long way before writing all this down... R.E.S.P.E.C.T. |
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| Whitethunder500 | Nov 30 2004, 04:24 AM Post #10 |
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Insane until further notice.
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How the hell...? That must have taken a v.long time to write, but it's damn worth it! |
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| Lord Marixis | Nov 30 2004, 04:26 AM Post #11 |
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Rise from the Ashes
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Nice job! You have some good pointers in there, and you must be dedicated to write all of this down for us. Thanks a bunch. |
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| brownmccoy | Dec 20 2004, 04:30 AM Post #12 |
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I>U
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Well... I just read the start... tehn saw how far down the post went... so I gave up :P I find that it's a lot less fun if you make your list and make your army to fight against it, since I can remember 2 games I played like that, and it was no fun. 1 was against tomb kings and I gave my highborn the executioners axe and put him in a chariot and crushed him. The other where I played against VC and i suped out my annointed and like killed him.... but then he was getting realled pissed off so I just "forgot" a lot of the rules and lost. Of course this was back when I played dark elves. |
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| Malakess, Cylon Annointed | Dec 20 2004, 07:04 AM Post #13 |
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This is a Cylon. They look way, way, way cooler in BSG
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Wow. Useful. Well written. And unlike almost every other player written guide, it is readable. But there is always constructive critisism. Well, All i found (for now) is that elves dont need to be attacked with high strength, but many low strength attacks. Anyways, I know a few opponents who are going to be very dissapointed at our next battle. |
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| Cromador | Dec 20 2004, 05:02 PM Post #14 |
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The Chosen
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WOw, i'm impressed, some general words od wisedom in there. I definately will be using your advice in my battles to come as i am still short in the tooth when it comes to battle experience. Also, what a great job on covering all the various armies, as my friends all play different armies and it is sometimes hard to decide what to do against them. Again well done, Cromador |
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| The Red Risky | Dec 20 2004, 06:44 PM Post #15 |
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Games Developer
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:o Just how ling did that take to write |
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4:25 PM Jul 11