The Tactical JournalHi and welcome to my tactical corner of the Warhammer world of fantasy warfare. I'm in no way either a genius or the best general in the world but I have been playing strategy games for over thirty years and Warhammer for at least 25+ years. Truthfully, I really don't remember when I played my first real miniature figure wargame, but I think it was Warhammer Fantasy 1st edition.
I was probably not more than ten years old when I made up my own rules for playing with plastic toy soldiers and using the dice from our families RISK game.
I'm no longer a gamer that get the opportunity to play so much these days, perhaps a dozen games a year or so. This do, however, not stop me from thinking about the game (and others) quite allot and one of the reasons I would like to start this article series on this Forum.
If I have the stamina I will try and write many small and/or long articles about strategy in general, many will be specific to Empire in particular. Most of my insights do NOT come from this game alone but from strategy games in general, so, many tips and tricks will be things that can be used in any strategy game. I will, however, keep these articles with focus on how these theories work in the world of Warhammer Fantasy.
The articles will target both strategy (army wide manoeuvring), tactics (multiple unit manoeuvring) and individual army elements (the units). I will also include my thoughts on army list creation and try to describe how I think when I create a list.
Another part of this series will be visual aids in the form of diagrams of units in action. Some of the scenarios will be completely fictitious, some will be from my experiences of previous games of 8th edition. I will try and keep these diagrams simple and descriptive to show how different tactics should or should not be used.
And remember, these are only my thoughts and opinions based on my experiences. Do not take them as pure fact even though I might sometimes declare something as logical and factual in my articles.Part 1 "Combined arms warfare"What really is combined arms warfare?Most people immediately think of German World War II
Blitz Krieg, but in fact, the notion of combined arms warfare is as old as war itself. Anyone who study military history can attest to how each historical era have their own distinctly different types of army
components.
These different
components of an army cooperates to form a cohesive army that makes it far stronger than any of the individual
components. The balance between different
components could often vary and usually did so for good reasons.
As an example, the Early Roman army relied on a heavy core of well trained infantry while a smaller part where light skirmishing infantry and even a smaller part was their cavalry. Romans did not use a small cavalry force because they thought it best to do so, but rather because they could not muster that many great riders. Nevertheless, the cavalry did still play a key role to their battle success.
If we were to put things in a more logical perspective you could say that a standard Roman Legion is at 100% capacity. It had about, say, 10% cavalry. If you were to remove these 10% and replace them with infantry that same Legion as a whole might have dropped to maybe 75% capacity. These numbers are, of course, just taken out of thin air and are just meant to convey the importance army composition and efficiency in general.
It should also be perfectly clear that the
role of different components must be understood and used properly, otherwise you will not benefit of the unique synergy effects between them. This includes getting over the notion that every single element in an army must provide equal killing power (or the famous earn its points back phrase). It is not every
components role to actually combat the main part (or even any particular part) of an enemy army.
To demonstrate I would like to give an example of army composition. If you take two
components of an army called
component A and
component B.
Component A has a points cost of 1000p and
component B has a points cost of 500p. Lets say that together they are made stronger because of some synergy effect between their abilities (I will extrapolate on these in later articles) and together they will destroy about 1000p of the enemy while retaining 1000p of their own. If you would replace either of these
components with either
component A or
B you would very likely get the reverse effect, that is, you have 1000p destroyed while 1000p of the enemy remains.
My point is, that, just because a specific unit is there to die or just to speed bump the enemy they might still make your other units more effective and will more than enough make up their points cost in the end.
I will, of course, also disclaim the notion that I think GW is the best company in the world to set points cost for units, but in general they do a good job.
So... how do we use this knowledge in Warhammer Fantasy?Ok... first we have to look at what type of
components we have. When we look at the BRB I would probably divide them up into the different unit
Troop Types, in addition to this we also have weapon groups such as
Melee,
Missile and
Artillery and last but not least
Magic.
In short the components are
Infantry, Cavalry, Missile, Artillery, Monstrous and Magic.
Note 1 I don't list characters here, I basically view characters as force multipliers (will discuss this in-depth at a later article) and have to be categorized into the category in which they support.Note 2The term infantry could be both melee and missile infantry while the term missile could be both cavalry and infantry etc.. In these cases you would rate them into one or several categories, there is no reason a single element can not be part of different components.Note 3Melee is not in itself a component type but rather it is any unit that is NOT a missile or an artillery type. So you could say that an archer is either Melee Infantry and Missile unit, so I just skipp the Melee part and call it Infantry.As you can understand fantasy offers many more options than we could ever dream of in real life, that is also why I love fantasy over purely historical settings. History are pretty stale in comparison with the deep tactical mesh of army composition in fantasy battles. Real life medieval (or late medieval) warfare were pretty much restricted to infantry, missile infantry, cavalry, light cavalry and artillery.
It should also be noted that any individual element in a game can belong to several
components , you should always decide what their primary role is during the deployment of your forces. Having an element that performs dual roles give you a good advantage in flexibility but it also means they cost more in points than units who is more specialized. This issue is a whole other concept that I will not touch in this article.
In Warhammer you should NOT strive to include all
components that are available to you. The most important thing is that your
components form a base for different synergy effects that make each of your individual
components stronger. I will touch more of this in later articles.
In my experience you should always bring
THREE different
MAIN components in any of your army lists. That is, they should each make up at least 20% of your armies total points allocation. I don't see a problem with taking four main
components but that is in my experience stretching it, try to keep it at three. In military history the number three and five has always been important for many reasons. In this case it is three
components that each must be at least one fifth of the army total.
Try to make the split somewhere at 60/40 with the three
components, so, one
component is the
Major component, the other make up the two
Minor components. The
Major component should be between 60-40% of the total worth of these three components combined while the two
Minor ones should be split between the other part. You could, therefore, have a
Major component of say 40%, one
Minor or 35% and another at 25%.
In case of the Empire, an army could have three
Main components that is
Infantry, Artillery and Magic. I think this is the most common approach of playing an Empire army today. Though, it is far from the only way to play a game of Warhammer Fantasy with Empire. In my opinion any options that are available to the Empire is a viable one (such as
Missile, Cavalry, Artillery) as long as there are options in the army books that make such a list viable. With the new rules in 8th edition we are no longer as restrained in our choices of units and should be able to create more varied types of armies that all is competitive.
Army Example (Infantry, Artillery, Magic) 2000pArch Lector 200p (Infantry / Magic)
BsB 100p (Infantry)
Battle Wizard 125p (Magic)
Warrior Priest 100p (Infantry, Magic)
Engineer 75p (Artillery)
Infantry regiment (with detachment) 300p (Infantry, 20% Missile)
Infantry regiment (with detachment) 300p (Infantry, 20% Missile)
Infantry regiment (with detachment) 300p (Infantry, 20% Missile)
2 Cannon 200p (Artillery)
Steam tank* 300p (Monster, Artillery)
* If you never use the Cannon on the Steam tank for fear of a misfire then just count it as a monster. Technically it is a chariot but it is more a monster than anything else. I otherwise categorise chariots into the cavalry/monster/beast component. A more fair points allocation might be 300p as monster and 150p as artillery, I will explain this further at a later date.This brings us to about 2000p of which we have 65% infantry, 33% artillery, 22% magic and 9% missile. There is a split between the major
components of 55% infantry, 27% artillery and 18% magic.
Now, this component business is not an exact science, but it is my experience how you create a durable and strong army. This does, however, not tell you anything about how to use the forces to make it actually work on the battlefield, but now you at least have a clue as of what to take and in what proportions.
In later articles I will go over each
component and how they should be used, their different strengths and weaknesses and how they can be used in a conceptual way together with other components of your army. Following this I will also go into more tactical discussions about tactical elements (how to form and manoeuvre) and how they all work into your overall strategy of a game.
Until next time...