Just as many others, I have been digging through the PDFs of AoS in search of meaning for non-elite troops. I'm not sure I have an answer yet and certainly haven't been able to try anything out on the table top yet, however I have had some thoughts on State Troops that I'd like to share and I'm wondering if others agree or have other thoughts.
The more, the merrier! A unit of 40 or more state troops now hits automatically. Huzzah! If you field a State Troop Detachment and field your units in good order (as Empire Generals do) then you can hit automatically with a unit of 30+. A Celestial Hurricanum also grants a +1 to hit to nearby models, so you can keep that auto-hit up and going even after you've lost a lot of casualties. Add in a Warrior Priest's
Hammer of Sigmar and let the fun ensue.
Better yet, take advantage of the general's
Hold the Line ability and let yourself get charged.
Some men are longer than others My halberds are currently modeled so that the back ranks halberds stick out past the model in front of it. With 1" range, this means a real potential for 3 ranks of attacks with halberds. Maybe 4 ranks could fight with spears because of their 2" melee range, but I never used those so I'm not sure what models typically look like. Spears also look to me, for the first time ever, as a viable choice. Now that S is no longer a factor, they wound as well as halberds. That combined with worse overall saves (4+ seems to be the best save that a heavy armored unit gets), rending isn't even that big an advantage compared to extra attacks.
Tar Pits and AnvilsFirst off, 30+ models is a lot to kill, even for elites. Shields make swordsmen extremely durable with a 4+ save and a re-roll rolls of 1. That means even up against rending attacks they stand a pretty decent chance. Rend -1 seems pretty common, but Rend -2 seems uncommon.
The Empire seems to have a load of helpful buffs at their disposal as well.
Shield of Faith is more reliable than a spell and can't be unbound because it's a prayer. Even more reliable still is the aura of protection from the Luminark. I also think that Mystifying Miasma will be a mainstay of my army when I face elite troops.
We also do pretty well on the bravery front. In a State Troop Detachment, troops get +1 bravery and don't have models flee on a Bravery Check of 1 or 2 when a banner is in the unit. The
Inspiring Presence ability seems tailor made for armies dependent on loads of weak troops and units. The Stately Warbanner on a BSB general has a huge 24" effect area and lets you take the lower of two dice for bravery checks. Combined with
Regimental Discipline this is pretty powerful for a tar pit.
Right back at ya! When was the last time you used detachments to counter charge or counter fire? I haven't since mid 7th edition and TVI tactics. But with the new piper and drummer rules, Counter Charge lets you give your opponent more than he bargained for. Greatswords also can countercharge now that the old detachment rules are scrapped. Why not have a couple of units of 10 greatswords lurking a few inches back from the front of your State Troop tar pit ready for a counter charge?
It also gives crossbows and handgunners the only Stand and Shoot option in the game now (as far as I can tell... it could be hiding somewhere I haven't seen yet.)
In summaryI realize that many are searching for the balance in AoS and many have been left cold. But it looks like there is promise here, even for our poor, bloody State Troops. Honestly, I think GW has done such a good job of preserving the character of State Troops in a way that even seems playable that I'm really excited about fielding infantry again. And when was the last time you saw an competitive Empire infantry army?
Also, these kinds of buffs that stack and stack and provide tons of synergy don't seem to be available to more elite units and armies. I'm really digging the new flavor of the Empire in the Age of Sigmar. Yes, it needs to be played out on the table top, but there's a lot to be optimistic about here.