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21
Maybe all riders who are able to ride a barded warhorse or a Bretonnian warhorse also have this rule so they moved it to the horse.   I donno.

That is most likely it.
Its the skill of the rider that determines it (this is basically fluff/flavour-text) but the rules themselves are on the mounts when it comes to characters.

So the GM still having a bunch of cavalry-related special rules on his own profile very much feels like a leftover from an earlier draft of TOW, and he probably still either pays for them or pays for a Barded Warhorse even if he doesn't have one.
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The Old World Cometh Again !!! / Re: Flying Grand Master
« Last post by Minsc on April 18, 2024, 03:35:50 PM »
It can probably work, but I'd probably prefer to just have him on a demigryph.
No Fly and lower M, but +1 save and 3 extra S5 AP2 attacks.
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The Old World Cometh Again !!! / Flying Grand Master
« Last post by madeinitaly1 on April 18, 2024, 03:02:30 PM »
I noticed that the grand master can ride a Pegasus, with less than 300 points you can have a fighty stubborn character with 360° los.. did someone tried it? Is it worthy? What do you think
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The Old World Cometh Again !!! / Re: If you can't beat them join them.
« Last post by commandant on April 18, 2024, 02:44:20 PM »

Combat Detachments seem like a terrible idea, when you can achieve a lot of the same thing by other means (such as screening units to take the charge on their turn, so you can charge in your own, using greatswords with FBIGO, etc.)

The idea of combat detachments (at least in my head) is that they are deployed back from the parent unit to make them difficult to charge.   They then become a force multiplier if the parent unit is charged because they can counter charge.   It is a more defensive style.   In this maybe spearmen would be better than halberdiers for the extra attacks.

I think that the state troops regiments are slightly small.   I would cut that second unit of halberdiers into two detachments of 10 each and cut out 2 of the missile detachments to add bulk to the remaining halberdiers.

If I cut the second regiment in half then I loose all four detachments of crossbows and all pretence at shooting.

Wouldn't dropping to one unit of infantry be a nonsense? At that point they're open to being overwhelmed and destroyed in short order.

Maybe but infantry in TOW is hard to destroy when it is large.   Big infantry blocks properly supported don't often run and with combat detachments can be expected to win combat reasonably often.

1 infantry block with 2 combat detachments is somewhere between 18 and 24 inches wide depending on how the are deployed.   If you deploy 24 infantry in a 7X4 (ish.  It'll be three full ranks of 7 with the extra 3 models in the fourth rank) with the combat detachments deployed 7 wide then that formation takes up 21 inches of table space in just models and a further 2-6 inches in distance between the blocks.

You have a lot of Demigriffon knights to protect their flanks as well.   I would not be that worried about being overwhelmed.   In fact I'd be more concerned that your 20 strong infantry blocks will be overwhelmed.

Plus, the demi contributes First Charge if you can pull it off, making a first turn they charge absolutely devastating!


Does half the unit not need to have first charge to get it?
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The Old World Cometh Again !!! / Re: The Imperial Hunt - 2000 point army list
« Last post by Clymer on April 18, 2024, 02:19:22 PM »
Thanks Warlord!

I hadn't thought about the archer unit size until after I played the smaller 1250 sized game and ran the unit of 5 archers. They way he deployed, I barely had the room to squeeze them in where I wanted to. A unit of 10 definitely would not have fit, so something to keep in mind for sure.

My thought on the stubborn vs. drilled was that the drilled knights were just there for flanking after the stubborn units did some tar-pitting. Like you, I also had been thinking about Drilled being for larger units to maximize attacks. But when I ran that unit of 5, 1-wide, man they were fast! They caused a real problem for my opponent. At just a 5 point upgrade, I will now take drilled on smaller units of knights every time. Even if I don't use it, it's just a 5 point upgrade.

I really want to try out some pistoliers too! I have trouble finding the points to spare for them, but I'll do some experimenting eventually.
26
I am composing a post about different stats and value but I don't think the mounts have those rules. Horses do not have the rule counter charge. Riders have the rule counter charge and so on. If horses had the countercharge rule then everything on a horse would get it.

If you look at the rulebook, you will see that Barded Warhorses do indeed have the countercharge rule, see page 55.

Bretonnian warhorses also have the countercharge rule. See page 89.

This is weird.   I distinctly remember reading something which said that the countercharge rule was based on the rider and not on the horse and not all riders were skilled enough to do it. 

Its in the FAQ

Quote from: FAQ page 4
Q: Some mounted models have the Counter Charge special
rule but others do not, even though they have the same type of
mount. Is this intentional?
A: Yes. Counter Charge is a rule that represents the skill and
ferocity of the rider, not their mount. In other words, not every
rider is willing or able to perform a counter charge, regardless of
their mount

Maybe all riders who are able to ride a barded warhorse or a Bretonnian warhorse also have this rule so they moved it to the horse.   I donno.
27
The Old World Cometh Again !!! / Re: If you can't beat them join them.
« Last post by Clymer on April 18, 2024, 02:10:10 PM »
I've been having tremendous success with that Veteran State Troop build that Sedobren describes. It's really so good. It's also the only veteran unit I've been able to get to work very well. I've now tried drilled halberds several times and while they can actually win a couple rounds of combat, they eventually just dissolve from attritional wounds and give up a lot of points. Running that demigryph in a 5-wide or 6-wide (Depending on how your local group interprets characters joining a unit and ranks) makes them so tough because the enemy unit must commit some attacks to the demi. It also pretty much guarantees that you do some wounds back, even if you get charged. Plus, the demi contributes First Charge if you can pull it off, making a first turn they charge absolutely devastating!

@ Warlord, that's a good point about it costing 75 points just to pick up the griffon standard. We play that it adds +2, rather than +1... not going into that debate again, but that alone makes that 75 point cost more justifiable.

It's a really good question though, it feels like it deserves its own thread... I'll start one.
28
I am composing a post about different stats and value but I don't think the mounts have those rules. Horses do not have the rule counter charge. Riders have the rule counter charge and so on. If horses had the countercharge rule then everything on a horse would get it.

If you look at the rulebook, you will see that Barded Warhorses do indeed have the countercharge rule, see page 55.

Bretonnian warhorses also have the countercharge rule. See page 89.
29
Grandmaster, and especially Chapter Master are overcosted. GM only by a little bit, CM by a lot.

Witch Hunter and Warrior Priests are also overcosted, but thats also got to do with the flaws of their ruleset.

Captains, Generals, Wizards and Engineers are all priced appropriately. Which is nice.
30
I am composing a post about different stats and value but I don't think the mounts have those rules. Horses do not have the rule counter charge. Riders have the rule counter charge and so on. If horses had the countercharge rule then everything on a horse would get it.
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