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1
The Electors' Forum / New steadfast
« on: April 23, 2013, 03:02:44 PM »
Hi, all fans of steadfast discussions.

The new FAQ was a great clarification!
EDIT
Summary here telling the interpretation of the new erratum, with its variants.


Empire's ERRATUM
Page 30 –Army Special Rules, Detachments.
Add the following after the second paragraph:
‘Whether or not a Detachment is Steadfast is determined by their Regimental unit.
This means that if a Regimental Unit is
either not engaged in combat itself,
or is engaged in combat and is Steadfast,
then all of its detachments are Steadfast, even if fighting an enemy with more ranks.
If the Regimental Unit is engaged in combat and is not Steadfast,
then none of its detachments can be Steadfast, even if fighting an enemy with less ranks.


WH BRB ERRATUM:
Page 54 – Loser Takes a Break Test, Steadfast.
Change the first paragraph to read “If a defeated unit has more ranks than its enemy,
it takes a Break test without applying the difference in the combat result scores.
You should include the front rank for the purposes of determining whether or not a unit is steadfast.”
Change the fourth paragraph to read “Steadfast units don’t apply the difference in combat result scores to Break tests.”


Other useful quotes:
AB, p.30
" Regiments and Detachments act together and are affected by the same psychology in combat.
If a Regimental Unit has any of the special rules below,
they confer the same special rule onto all of their Detachments,
whilst they have at least one model within 3”

(special rules analysis by Noght)
- Frenzy (only available to Empire via mystical Terrain effects)
- Hatred (WP and War Altar)
- Hold the Line (GotE/Capt. in the Regiment)
- Immune to Psychology (only available to the Empire via Marius failed stupidity test)
- Stubborn (Greatsword Detachment, Magic Item, Terrain effects)
- Steadfast (BRB pg 54, Terrain effects)
- Stupidity (see ITP above)"

BRB p.54. "Simply put, a unit is considered to be steadfast if it has more ranks than its enemy.”

 BRB p.11: AB>BRB whenever "On rare occasions, a conflict will arise between a rule in this rulebook and one printed in a WH AB. Where this occurs, the rule printed in the WH AB always takes precedence".

BRB p.10 Sequencing: "When () the wording is not explicit as to which rule is resolved first, then the player whose turn it is chooses the order."

1. Despite being much more clear than previously, there's still room for discussion.
if the parent unit has only 1 model left, if it's unengaged, the detatchements are steadfast.
You still need a single rank of 5 models, the BRB confirmed that in magenta also.
I don't see that.
So? Is it one model, or one rank which is necessary when the parent is not in a fight?

Do we have to read the new rule " if a Regimental Unit is not engaged in combat itself" as self-sufficient, therefore one model is enough,
or do we have to assume in addition that the regiment must be steadfast in the first place (therefore accepting that steadfast remains out of combat)?


2. What happens when a parent unit is in a building?
- zero rank, per FAQ,
- "always" steadfast (BRB p.129).
So? detachment steadfast or not?


3. What happens when a non-fighting parent unit is in a river/wood?
- cannot be steadfast
- has its ranks (or has one model, for those interested).
So? detachment steadfast or not?


4. What happens when a parent is steadfast for any reason, and the detachment is in a river/wood?
- steadfast per new rule
- but denied steadfast per river.
So? detachment steadfast or not?


5. What happens when a parent is denied steadfast, and the detachment is stubborn? Or in a building?
- always steadfast
- but denied steafast per new rule.
So? detachment steadfast or not?

2
The Electors' Forum / Steadfast & detachment with the new FAQ
« on: January 17, 2013, 12:21:02 AM »
Hi, all fans of steadfast detachment discussions!  :icon_biggrin:
New information: FAQ has been amended but not the steadfast wording.
The wishes for further clarification were not granted. It seems that the FAQ is supposed to be clear enough.
I’ll try to summarize some of the previous discussions in this post.


1.   Where to find steadfast information.
What can a unit do with steadfast status?
Steadfast status has 2 uses:
-   Break tests, i.e. after losing a combat (BRB p.54),
-   Providing steadfast status to detachment (Empire AB p.30 + FAQ).

How to gain steadfast status?
Steadfast status can be investigated for any of the following 4 reasons, when specific additional conditions are met:
-   ranks (BRB p.54/ & 60),
-   stubborn (BRB p.76). This one is simple: {stubborn} => {steadfast}
-   building (BRB p.129),
-   parent unit (Empire AB p.30 + FAQ).
Several interpretations exist about the additional conditions, which matter only when detachments are involved.

How to deny steadfast status?
Steadfast status can be denied by any of the following 4 reasons, when specific additional conditions are met, except when the unit is stubborn:
-   Enemy’s ranks (BRB p.54/60 and Empire AB FAQ, exception for stubborn BRB p.76),
-   Skirmisher (BRB p.77 – no rank).
-   Forest (BRB p.119 – steadfast lost, but rank bonus kept),
-   River (BRB p.120 – steadfast lost, rank bonus lost, but ranks themselves kept).

The conditions for denying steadfast are clear and consensual.


2.   What’s the problem with passing steadfast to detachments at 3”?
Here, I list the problems, I don’t discuss them yet. I will later.

AB p.30 (not taking yet into account FAQ):  {parent steadfast} => {detachment steadfast}.
First issue: what is exactly steadfast satus is not consensual.
Second issue: the FAQ introduced new conditions.

Let’s sum up what are the conditions for steadfast listed p.54.
There are three possible interpretations of steadfast status mentioned p.54:
A.   {more ranks + combat + defeated} => {steadfast}; and also, {no defeat} => {no steadfast}
B.   {more ranks + combat + defeated} => {steadfast}; and also, {no combat} => {no steadfast}
C.   {more ranks + combat + defeated} => {steadfast}; and also, {no enemy} => {zero enemy’s rank}
Note that it changes absolutely nothing for break test, except for a detachment’s break tests.
For that case, we need to go through the AB rule and its FAQ.
See more in hyperlinks about defeated, with its variant, or in combat, or not in combat.

Let’s recall the issues with the FAQ.
There is a problem of interpretation in the second half of the question, about the parent’s position.
either not in the same combat or in another combat” can be understood in two ways:
D.    “either in another combat or in another combat”, i.e. {only in combat}
E.   “either not in combat or in another combat”, i.e. {even not in combat}.

Furthermore, it has been argued that the FAQ may cancel the necessity for the parent unit to be steadfast at all, replacing the AB requirement by rank counting.
F.   {AB + FAQ} the parent needs to be steadfast in the first place.
G.   {AB + FAQ} The FAQ removes the AB necessity for the parent unit to be steadfast.
It makes a difference when the parent unit is in a river or a wood.

There’s one more issue when the parent unit is in a building, where two opposite interpretation exist:
H.   {parent in building} => {detachment steadfast}
I.   {parent in building} => {detachment counts zero rank}
That’s quite independent from other issues.


Four interpretations for detachment steadfast.
When we combine the different interpretations of the BRB and the FAQ, we have seen the following interpretations proposed about what is necessary for the parent not in the same combat:
J.   {even not in combat}, {more ranks + combat + defeated} (click here)
K.   {even not in combat}, {steadfast} {just use ranks} (click here)
L.   {only in combat}, {more ranks + combat + defeated} (click here)
M.   {only in combat}, {more ranks + combat + defeated} (click here)
The difference between J and K is that in J., steadfast status can be denied by a forest or a river; in K., steadfast status is not examined, only ranks.


3.   Arguments about steadfast status, BRB p.54.

The BRB index tells us that steadfast is referred in BRB p.54 and 60.
The tenants of either steadfast definition listed above (A., B. or C.) can justify their position with a quote, however, they struggle to really prove the other positions to be wrong.

A.   {more ranks + combat + defeated} => {steadfast}; and also, {no defeat} => {no steadfast}
Relevant quote: BRB p.54. “If a defeated unit has more ranks than its enemy, it takes a Break test without applying the difference in the combat result scores.”
Rationale: it is the first sentence; it is in bold; the whole page is about losing combat.
Weak point: the sentence does not contain the word “steadfast” it is supposed to define; it does not preclude a unit not in combat or not defeated to be steadfast, too, so it is necessary to argue that no other of the sentences p.54 can be considered as a definition of steadfast.

B.   {more ranks + combat + defeated} => {steadfast}; and also, {no combat} => {no steadfast}
Relevant quote: BRB p.54. "Simply put, a unit is considered to be steadfast if it has more ranks than its enemy.”
Rationale: the sentence {more ranks than enemy} => {steadfast} says that it defines what is steadfast; it is very consistent with the paragraph just before, which seems to specify the RAI for steadfast: “To represent this in our games, we have something called the Steadfast rule”.
Weak point: It does not mention anything about combat, just about enemy, so we’re left to suppose that a unit not in combat, having no enemy, is not steadfast. However, that is not obvious in the alleged RAI nor in the RAW.

C.   {more ranks + combat + defeated} => {steadfast}; and also, {no enemy} => {zero enemy’s rank}
Relevant quote: BRB p.54. “Simply put, a unit is considered to be steadfast if it has more ranks than its enemy. As with calculating the extra ranks for the purpose of combat resolution, the ranks have to be five or more models wide for the unit to be treated as being steadfast. (…). Similarly, the enemy’s ranks also have to be five or more models wide to counter your unit from being steadfast.”
Rationale: The second sentence {ranks of 5} => {steadfast} indicates that having ranks is enough to be a steadfast candidate; the last sentence {enemy ranks of 5} => {steadfast denial} indicates the necessary condition for a steadfast candidate to be denied steadfast; when there is no enemy with five models, there is no steadfast denial, therefore the unit is steadfast.
Weak point: it takes many quotes to reach the result {no enemy} => {zero enemy’s rank}.


4.   Arguments about FAQ “either in another combat”
The quote is: “Q: If a Detachment has lost a combat, can it claim the Steadfast special rule for its Regimental Unit’s ranks even if that unit is either not in the same combat or is involved in another combat?”
Everyone agrees that the wording requires some interpretation. Not everyone agrees on the interpretation itself.

D.   {only in combat}
Rationale: Not in the same combat does not remove the necessity for combat. The FAQ is a tautology: either not in same combat or not in same combat, i.e. not in same combat, i.e. only in combat.
Weak point: grammatically not convincing; it requires GW to have made a mistake, and to have maintained that mistake in the next edition of the FAQ.

E.   {even not in combat}.
Rationale: If a unit is anywhere except in the same combat, it could be in two places: not in combat at all, or in another combat.
As the FAQ mentions “either/or”, which is grammatically exclusive, and the other combat is already mentioned after “or”, the only place “either” can be about is not in combat at all.
Furthermore, the French edition of the FAQ is not ambiguous.
Weak point: the grammar is not perfect either.


5.   Arguments about FAQ replacing or complementing the AB.

F.   {AB + FAQ} - the parent needs to be steadfast in the first place.
The FAQ is not an errata. See GW’s website about “Shrine of Knowledge - FAQ's and Errata”. It says “Errata provide corrections”, “Amendments are changes”, while FAQ “are not hard and fast rules”.
Therefore, the AB rule remains, the FAQ is just a comment, adding to the rule.
Weak point: obviously, the FAQ is not merely commenting the rule, it is at least amending it.

G.   {AB + FAQ} - the FAQ removes the AB necessity for the parent unit to be steadfast.
The FAQ mentions “Always use the Regimental Unit’s ranks”. It does not mention conferring steadfast. It is obviously not an FAQ but must be an errata.
Weak point: Whatever it is, it is mentioned by GW to be an FAQ, and remains an FAQ.


6.   Arguments about FAQ applying when parent is in a building.

H.   {parent in building} => {detachment steadfast}
Rationale: The FAQ says in the question: to “claim the Steadfast special rule for its Regimental Unit’s ranks”. The parent’s steadfast rule does not come from the regiment’s ranks, therefore buildings are outside of the scope of the FAQ. Therefore detachments are auto-steadfast.

I.   {parent in building} => {detachment counts zero rank}
Rationale: The FAQ applies, why wouldn't it? Furthermore, in a building, a unit has zero rank (per BRB FAQ) therefore the detachment would get to use the parent’s zero ranks when checking to be steadfast.


7.   Where come the 3 interpretations for detachment steadfast.

J.   If someone understands the FAQ sentence to allow {even not in combat}
and he does not believe that FAQ cancels AB,
then parent can be steadfast even when not in combat,
which proves the understanding of steadfast status exists even when not in combat.
{more ranks + combat + defeated} => {steadfast}
The only explanation can be that {no enemy} => {zero enemy’s rank}.
Weak point: it raises suspicion that one tries to get too much of the rules.

K.   If someone refuses the “no combat” interpretation of steadfast but still understand the FAQ to allow {even not in combat}, he can only insist that the FAQ cancels the AB.
In that case, the FAQ mentioning a parent {even not in combat} does not imply that the parent was steadfast in the first place. {steadfast} {just use ranks}.
Weak point: the argument that an FAQ cancels a rule altogether is hardly convincing, all the more that the FAQ has not been changed with a later revision.

L.    If someone refuses the “no combat” interpretation of steadfast and refuses the FAQ to cancel the AB, then he can only interpret the FAQ the most restrictive way, {only in combat}. 
Then, he can consider steadfast to be restricted to defeated situations.
Weak point: the FAQ would be useless, except in the very restricted and rare situation when a parent has fought the combat first, has lost it, was steadfast and has passed the break test successively; then the detachment at 3” can only fight later to pretend to benefit from parent’s steadfast status.
Weak point: Who can believe GW create a new rule because such a case was “frequently asked”?

3
The Electors' Forum / New steadfast
« on: October 21, 2012, 07:22:42 AM »
I'd like not to spoil the couple of threads about the new FAQ generally speaking.
So here's the space to talk about steadfast, for you (and me) hard core rule lawyers!  :icon_razz:

References:
steadfast detachments unofficial confirmation (10 pages thread, before FAQ)
Sharing steadfast (23 pages thread, before FAQ) and a summary of all definitions here
New faq & errata for empire comming up (mostly wishes, kept alive when FAQ arrived)
BRB FAQ up (newest thread about FAQ)

EDIT: jump directly to the summary => here

FAQ:
Q: If a Detachment has lost a combat, can it claim the Steadfast special rule for its Regimental Unit’s ranks even if that unit is either not in the same combat or is involved in another combat? (p30)
A: Yes.
Always use the Regimental Unit’s ranks to determine whether or not its Detachments are Steadfast.
However, if a Regimental Unit is involved in a separate combat in which it is not Steadfast due to the number of enemy ranks, then its Detachments are not Steadfast either, even if the Regimental unit has more ranks than the enemy unit actually attacking its Detachment.


Here are some understanding which I can make mine (with my changes in red):
So, the logical progression to determine who has steadfast goes like this;

Count parent ranks (call P)
Count ranks of enemy fighting parent (call E) (if any)
If E is greater than P, detachment does NOT have steadfast. End.
Count ranks of enemy fighting detachment (call e)
If P is greater than e, detachment has steadfast. End.
Else, detachment does not have steadfast. End.
If the Detachment is within 3" of Parent you have to count the ranks of the parent to determine if the detachment is steadfast.  The Parent does not have to be in the same combat or in combat at all.  The exception is if the Parent is in combat with an enemy with more ranks than the Parent (so denying the Parent unit steadfast) then you cannot use the Parents ranks, even though it may still be more than what the detachment is fighting.
The debate seems pretty closed on those cases.
I see no need for parent to be in melee at all indeed.


There are some situations not covered by the FAQ, where the AB/BRB ruling still apply and the FAQ is irrelevant:

When the parent is stubborn, then the detachment is stubborn regardless anything else:
- parent has "stubborn" special rule => detachment is stubborn
- parent is joined by "crowned" character => parent is stubborn => detachment is stubborn
- parent is in a building => parent is always stubborn, despite not having ranks => detachment is stubborn
- skirmisher parent is in a wood  => parent is always stubborn => detachment is stubborn

On that part, we could resume the heated debate about whether steadfast lasts permanently or not.
However, as nothing has changed with the last FAQ, it is not useful to rephrase the arguments.
I'd suggest just to refer to the links above and not to argue about that very specific issue.


When detachments are steadfast on their own merit, I believe that the BRB is clear enough, regardless about what happens with parent regiment.
Of course, this could be debated.
- detachment is joined by "crowned" character => detachment is stubborn
- detachment is in a building => detachment is stubborn
- skirmisher detachment is in a wood  => detachment is stubborn


On the other hand, there are cases which seem to be covered by the FAQ, but which could be debated.
This is when the parent unit has more ranks indeed, but has lost stubborness for other reasons than being in combat against an enemy with even more ranks.
What happens when the parent is in a river => never stubborn, regardless of ranks => ???
1- use parent's rank anyway, as per FAQ RAW.
2- FAQ shouldn't be used, detachment could be stubborn on its own merit, i.e. using its own ranks
3- detachment can't be stubborn because parent has lost its stubborn ability, per FAQ RAI.
Personally, I'd be tempted to say that 1 is RAW but 2 is more reasonable. That's just an opinion.



Soooo?
What is your opinion?

4
I have the habits to call names at wizards or warmachines who blow up themselves.
Call them total incompetents.
Taking it the light side, I was wondering what was the "lightest" possible side.
Let's figure out the army with as many self blowing units as possible.
Alas! That's not possible for core troops.
Instead, what is possible is to get some cavalry riding across all sorts of terrain. As we know all, horses have a habits of killing themselves on trees, which has the result of panicking the other horses.

That should be close to a 2k army.


Lord:
Marius Himself, of course: not only he rides a horse but also he can be frenzied! And sometimes he attacks his own unit!!
Wizard Lord - Lvl 4, with forbidden rod -  Heavens (wants the comet)

Hero:
Engineer - pigeons

Core:
25% = One large unit of IC knights, FC, Steel standard (runs faster into terrain)

Special:
Cannon
Mortar
5 Reiksguard knights, FC, with Banner of swiftness (runs faster into terrain)

Rare:
Steam tank (always full power!)
Helstorm (left alone)
Helblaster (no engie attending)


I'm afraid I can't take the Huricanum for more PD, because it cannot march. Charges require the presence of enemy.



What are the odds that this army destroyed completely itself without the help of any enemy,
supposing that there are random forests and random rivers available everywhere?

How fun to play?

5
The Tactica Board / Tactica: how to balance an army of the Empire.
« on: May 15, 2012, 10:48:00 PM »
There have been some analysis about individual units’ merits.
Empire Complete Tactica part 1:
http://warhammer-empire.com/theforum/index.php?topic=42301.0
Empire Complete Tactica Part 2:
http://warhammer-empire.com/theforum/index.php?topic=42308.0
What everyones 8th edition Empire army will look like.
http://warhammer-empire.com/theforum/index.php?topic=42174.0
And the evaluation after 3 months.
http://warhammer-empire.com/theforum/index.php?topic=43532.msg736036#msg736036

Here, I’d like to examine here the feeling of the army as a whole.

Please note that I don’t pretend to have extensive experience playing WHFB. I spend much more time analyzing than playing.
However, my analysis on Druchii.net have been met with interest, I hope that W-E readers will benefit from them as well.

There are other articles which have great interest as well:
The Tao of the Empire
Essential Tactical Manoeuvres


1.   Generic categories.
First, I’ll classify units in broad generic categories:
-   Melee units (infantry, heavy cavalry, STank).
-   Buffing units: most characters, buff wagons.
-   Warmachines + spells damaging at long distance.
-   Agile units (fast cavalry, skirmishers, flyers, sacrificial units).
-   BS shooters + spells damaging at short distance.

I attribute more or less the same categories for the opponent. Of course, we’re not playing only Empire vs Empire, but the generic categories should be more or less the same, with slight adjustments.

Next, I specify what can threaten some specific units, which are either too large or too agile, and what threatens characters hidden inside a unit.


1.1.   Melee units.
Infantry units absorb damage and provide ranks (buses, hordes). Most infantry units need buffing to avoid losing morale and to increase their fighting effectiveness. 
They are Halberdiers, Spearmen, Swordsmen, Free Company, Greatswords, Flagellants.

Heavy cavalry units escape damage thanks to the armor. They kill more than infantry, but may lack staying power.
They are Knightly Orders, Inner Circle Knights, Reiksguard Knights, Demigryph Knights, Steam Tank. I include also the Templar Grand Master, which main role is similar.

Melee units are likely to do most of the damage to the opponent, and to receive most of the damage.
Therefore, survivability and killing potential need to be the best you can get.

Melee has many flavours.
It could be made with large units (hordes or buses) or many small units (MSU).
EDIT: see can someone please explain how Empire MSU works?
It could be based on infantry, on cavalry, or a mix. Monsters ridden by mighty characters add another dimension.
These choices influence dramatically the army.


1.2.   Buffing units.
They allow melee units to be more efficient, in complement to command group and magic banners.
Some units influence mostly Leadership tests, especially as General and BSB:
-   General of The Empire, Captain of The Empire.
Some units provide permanent fighting buffs, and/or require powerdice for more buffs:
-   Arch Lector, Warrior Priest,
-   War Altar of Sigmar, Celestial Hurricanum, Luminark of Hysh,
-   Wizard Lord, Battle Wizard
(with buffs & hexes, all Lores except Fire).

These units are normally not expected to do that much direct damage, however they are paramount to allow melee units to inflict effective damage and to resist the damage they receive.

They are always extremely high on the target priority of the opponent: not only they are worth many victory points, but moreover, when they are gone, the melee units are far easier to handle.

As they role is to buff, they should be geared defensively in order to fulfill their duty longer. They should be placed as far as possible from direct risk (melee, shooting).
However, they need to move along with the battle line in order to keep buffing it, so they are quite likely to find themselves in melee sooner than they wish. With the exceptions of Metal/Shadows/Heavens spell casters, who may safely follow the battle at 48”/36”/24”.


1.3.   Warmachines.
They kill far (48” or further) and they kill hard or massively. They are the best to threaten buffing units remaining in the back lines. However, they are vulnerable to very modest units in melee.
They are Helstorm, Mortar, Cannon (including STank’s), along with the Engineer who improves their performance.
Many spells have a similar range, be them magic missiles, direct damage, vortexes or damaging hexes. Especially Fire, Light, and, with a bit of luck, Heavens, which all have a typical range of 48” (plus move). They lack the sniping capability of some warmachines but are still welcome to get rid of an opponent’s buffing unit.
If they don't have a buffing unit to destroy, they can well serve to downsize the enemy's main units.


1.4.   Agile units.
They won’t survive shocks or shots. They serve to disrupt enemy’s plans, by attacking warmachines and interposing in the path of melee units.
Skirmishers and fast cavalry can double-move and shoot: Archers, Huntsmen, Pistoliers, for a total threatening range of 32” or 28”. However, their shooting hardly threatens anyone but lone mages.
Flyers can position where they want: Griffon, Pegasus.
Still in that category, you can find small detachments, whose role is to speed bump the enemy.
Witch Hunters could be considered in this category: they are not that likely to kill their target, but may well force it to react.

You want all these units as cheap as possible. Because they are much more likely to die than to kill anything except the crappiest fighters, i.e. warmachines.


1.5.   BS shooters.
They shoot at a rather short range (24” to 36”). They can kill agile units, but struggle to damage the largest melee units. Move-or-shoot and short range allow most targets to get out of range. All in all, they are more suited to interdict a rather small area than to kill nasty foes.
They are Handgunners, Crossbowmen, Outriders.
I include HelBlaster Volley Gun, which range is similar and which uses BS, too.
Engineers using Hochland Long Rifle or Pigeons are in the same category.
Wagons’ spells, Magic missiles, direct damage, vortexes or damaging hexes have a similar area of influence. Especially Metal, Life and Death, which typical range are 24” (plus move).

When there is no agile unit to shoot at, they may well try to downsize a larger unit. Don't expect much, though.


1.6.   Serial Killers, Mass Murderers, Bounty Hunters or Professional Assassins? Select the appropriate tool.
Size matters.
The opponent will not field only units of 15-20 infantry or 7-10 cavalry, which are rather easy to kill.
-   There will be immense Hordes & Buses – no matter how many are killed, there seem to be little difference.
-   Sometimes there will be Many Small Units (MSU): one unit is easy to kill, but there are so many of them that time is too short to catch them and kill them all.
-    Single Characters, the most rewarding targets, will be hidden amongst masses.

"One death is a tragedy; a million is a statistic" (Joseph Stalin).
-   The usual Serial Killers, who make most of WH armies, are best suited against medium units, but are insufficient against large units, have trouble to reach agile units and are not selective enough to kill characters.
-   Mass Murderers are able to cleanse out a large chunk of a horde – but have trouble aiming at the hero leading them, and are overkill against a Small Unit.
-   Bounty Hunters can look after evasive targets – they do marvels also to finish off the remnants of a larger unit.
-   Snipers are able to aim at a specific model – but struggle against small units and are hopeless against massive units.

The appropriate tool shows the good workman. Let’s review our tools (keeping in mind that they are also our opponent’s tools against us).


1.7.   Mass Murderers against Hordes & Buses.
The best way to kill them all at once is Melee – if they lose morale and you catch them.
-   To overcome combat resolution: Active Combat Resolution, helped with Buffs/Hexes, takes many models with many attacks and/or high strength; Static Combat Resolution is achieved with ranks, banners and side/rear charging;
-   To overcome steadfast, you can either use a longer bus yourself or kill so many of them that they are no longer steadfast (think about several sharks eating a whale). Alternatively, use terrain: fights in woods /rivers /buildings can impose or deny steadfast.
-   To hamper their morale test, kill the BSB, kill or lower the General’s Leadership, decrease their own leadership – but that’s no longer a task for Mass Murderers.

Magic offers a few genocide spells able to kill large parts of a Mammoth unit, whatever the size:
-   Fire #5 (all models suffer S4 if moving – 24”)
-   Metal #6 (all models have 2/6 chances to die, no WS – 18”)
-   Life #6 (all models test S or die, no WS – 24”).
Templates spell are weapons of massive destruction:
-   Fire #6 (small/large template, S4 – 30”)
-   Fire #3 (S4 line – 36”)
-   Shadows #5 (small/large template, I test or die, no WS – 24”)
-   Shadows #4 (line, S10, ~40”)
-   Death #6 (small/large template, I test or die, no WS – short distance)
-   Heavens #5 (comet, all units within 2D6” suffer 2D6+m hits, S4+m – infinite distance!)
-   Beasts #3 (S6 ballista – 24”)
Milder spells must be used repetitively before they can cause significant havoc:
-   Fire #0 (1D6 or 2D6 or 3D6, S4 MM – 48”)
-   Fire #1 (each unit in contacts suffers 2D6, S4 - touch)
-   Fire #4 (D3 per rank, S4 – 48”)
-   Metal #0 (2D6 – 24”)
-   Light #5 (2D6, S4 – 48”)
-   Beasts #1 (2D6, S2 – 24”)
-   Beasts #6 may allow a breathing weapon.
In summary, your best Magic Lores against Large Units are:
Fire (#5, 6, 0, 1, 3, 4) and Metal (#6, 0 – short range).
Shadows (#4, 5) is less powerful.
The following Lores can cause significant damage, but you’re not sure to get THE only single spell which works against large units, unless you take two mages with the same Lore: Life (#6), Death (#6), Heavens (#5).
Beasts (#1, 3, 6) might cause significant damage in the long run, but cannot be considered a mass murder Lore.
Light (#5) is near helpless against large units.

There is one more way to deal with superlarge überunits.
Some warmachines can kill many birds with a single stone, at long distance: Mortar (large template), Helstorm Rockets with 1D3 small templates. Their accuracy greatly increases with an engineer, and taking several of them increases chances to get the right target.

Overall, make sure you have at least two ways to deal with hordes/bus überunits:
-   Your own überunit of Melee (with buffs)
-   Many killer Melee Units (with buffs, attacking simultaneously)
-   Fire or Metal Lores, possibly Shadows, assimilated to warmachines.
-   One single spell of Life, Death or Heavens is in the same category.
-   Mortars or Helstorm.


1.8.   Bounty Hunters hunting Small Units.
The good thing with Small Units is that once they’re caught, they’re dead. The trouble is to catch them.
Some of them hide far behind the battleline (warmachines). Some of them are agile enough to evade threats (Agile units). Some of them are so cheap that there are just too many of them.
Mass Murder tools work against them but that’s overkill.

The ideal answer against them should be shooters.
The difficulty with our shooting is that it is mostly Move Or Shoot. Worse, most of our shooting has 90° LOS.
The way to overcome that limit is to take several units of shooters, each of them covering a specific location or a specific direction. If an intruder has to spend half the game getting around them or risking annihilation, that could be worth.
The best shooting unit is the HelBlaster, because of its 360° LOS and its high S.
Pigeons can be used after moving but they are unreliable.
Bows are very weak but they can be used after moving. Their effective range at 360° is 32”. In rather large units, that can be a significant threat.
Pistoliers offer a great alternative. With a double-move, they get a 360° range of 28”.
Other missile weapons are stronger but cover only a predetermined small area that the opponent can circumvent.

The best answer to Small Units is Magic Missiles, assimilated to Shooting but often more efficient – when winds of magic are sufficient.
They can be sent after moving, so they cover a very large area (all the more if their range is long).
They need no BS, so they are outstanding against troops benefitting from covers (skirmishers in a building anytime).
-   Heavens #4 (D6, S6 – 48”)
-   Heavens #2 (D6, S3 – 24”)
-   Heavens #6 (D6, S6, bounces – 24” – perfect against MSU)
-   Light #5 (2D6, S4 – 48”)
-   Light #0 (D6, S4 – 48”)
-   Light #4 (D6, S4 if moves – 48”)
-   Fire #0 (1D6 or 2D6 or 3D6, S4 MM – 48”)
-   Fire #4 (D3 per rank, S4 – 48”)
-   Metal #0 (2D6 – 24”)
-   Beasts #1 (2D6, S2 – 24”)
-   Life #1 (D6, S4 – 18”)
In summary, your best Magic Lores against Small Units are:
Heavens (#2, 4, 6), Light (#0, 4, 5) and Fire (#0, 4). A mobile Metal signature Level 1 could do the job, too.


1.9.   Professional Assassins sniping Leaders.
In melee, that’s easy: the character to kill is in base contact. But it’s risky, too, he could strike back – or worse, strike pre-emptively.
-   Many Rank & File attacks directed to the target and the help of buffs & hexes could do the job: they can take some punishment and strike back with ranks filled in.
-   A tailored killing machine such as The Grand Master with Runefang and Other Trickster Shard has great chances. He is well armoured and could benefit from a Priest’s 5+ ward save. He can challenge to become impervious to Rank & File attacks.
-   Another possibility is to aim for Killing Blows. A Witch Hunter can do that, the problem with him is to survive until his task is achieved. Fencing Blades could be determinant for that.

Some shooting attacks have the sniping capability, too.
-   Witch Hunters can snipe, but at a terrible short range. The brace of pistols is mandatory, and taking 2 of them is the best bet – but still, it’s hard to get good chances for an instakill. In order to bring them into range, a Magic Carpet, or Shadows #1 spell makes them fly. Alternatively, getting inside a unit of bowmen gives the skirmisher capability, allowing to double-move and shoot.
-   Hochland Long Rifles have the sniping capability. They can be given to Engineers, to Handgunners champions and to the Steam Tank. However, their chances to remove one wound are remote, let alone all wounds from a model.

Magic can do the trick. That’s the specialty of Death Lore. Metal has a single access to sniping.
-   Death #0 (24”), #2 (24”), #5 (12”) – as ranges are short, it is best done with a mobile wizard, on a Pegasus for example.
-   Metal #4 (24”).

A combination of Death #0 and Witch Hunter is possible thanks to the Ring of Volans. This increases a lot the chances of killing the desired target. However, the difficulty of getting in range remains.

6
The Electors' Forum / Best strategies for Steam Points?
« on: May 08, 2012, 06:12:54 PM »
I was wondering which were the best strategies for using Steam Points.
These are some initial thoughts. They are not "truths", just thoughts, open for discussion.


Avoiding unecessary risks.
Generating SP can damage the STank.
2 SP is no risk, 3 SP is little risk, 4 SP is reasonable risk, 5 SP is high risk.
As a consequence, I would never use 5 SP except for a desperate try for a very high reward.
I would use 4 SP only if there is something really useful to do.
I would use 3 SP routinely.

In addition, movement through difficult terrain is risky if the movement ends up to be a charge.
Shooting the cannon is risky (1/6). As no engineer can reroll that, it should be done only with a great incentive.
Only the turret presents no risk at all.


Charges:
A Stank moves with 1D6, 2D6 or 3D6. If it hits a foe, that's a charge.
I just realized that it's not that much.
With 3D6, the average range is 10.5".
Compare that with the average range of M4 infantry, which is 11".
That means that if facing someone willing to charge the STank (in order to deny the impact hits), the chances are rather even.

Let's play the "chicken run" game.
What is the distance at which a charge should be tried?
Sure, if I fail the charge, the opponent still can fail his own. But his chances are much higher.
Reasonably, I should not try to charge an opponent at 11" or more, because if I fail (50% chances), I'm quite certain to stop very close and be charged myself.
At 10", I have 62.5% chances to complete the charge. It seems worth doing.
So that 10" distance is the limit.


Chaffs.
Guessing that 10" is my limit, the opponent could send a light unit at 9" (a chaff).
Sure, the STank is likely to kill it on the charge. But then the large unit will charge the STank. The sacrificial unit will have gotten the impact hits, not the main unit.
And if the STank fails the charge, then the opposing unit will be closer and will get the charge.

Therefore, chaffs are something to be weary about.


Moving around the large unit.
In order not to place the STank in the charge range of the main foe, a solution could be to move around.
If the STank manages to get out of the front ark, there's no charge to fear.
Unfortunately, given the random nature of the STank movement, it necessitates to take a very wide sidestep.
The best would be to start not in front of the main target.


Other moves.
When the STank has nobody close enough to be charged, the best is to try to position it.
In that case, it seems reasonable to generate 3 SP and not to try to shoot the gun.


When about to charge.
Obviously, whatever the distance, 3SP must be generated for the movement alone. In a total of 3, 4 or 5 SP?

I think that 4 SP should be generated in total:
either the charge is completed, and that will be a steam fry with the turret at S2,
or the charge is a near miss, and the turret is still useful,
or the charge is a big fail, and a canonball at 12"+2 arty dice will at least damage the intended target.


When in melee.
Again, it seems safer to generate 4 SP than 5.
But what weapon is the best? Grinding? Increasing the turret's strength?
Did anybody computed the chances?
Would the turret be still useful, even at S2?



Thanks for replies.

7
The Electors' Forum / Witchhunter with Ring of Volans
« on: May 08, 2012, 04:41:29 PM »
Hi.

I was considering the following setting for a witchhunter.
Brace of pistols, and ring of Volans, taking Death signature spell.
Of course, that would mean no magic carpet, so the likely carrier unit for the witchhunter would be bowmen.

Rationale for complementing pistols with Death #0:
Both have range 12". They can be used in a row.
Both mean to target a single character inside a unit.
Both could kill, but both have good chances to leave the target just wounded (and mad).
Ring can be used once only. Pistols likely not to be used more than once (R.I.P.).

Withhunter is a nice carrier for the ring, with Ld8.
One trick pony: even if the opponent knows that the Ring is somewhere with Death #0, he may not guess that the witchhunter has it.

What do you think?

8
The Electors' Forum / What use for the robohorse?
« on: April 16, 2012, 07:50:13 PM »
The new rule for robohorse is great fluff,
however,
compared to a regular horse,
it has M7 and no barding,
it has S4 but WS1, its E4 can't be used.
Are 1D3 hits on the charge worth the price?

I believe not.

At the moment, the best use I can think about the robohorse is to get 3 of them,
and use them as proxy for demi-chickens in an army with engineering fluff.

Thoughts?

9
The Electors' Forum / Tactical use for a"command group" conga line
« on: April 16, 2012, 07:42:27 PM »
Disclaimer:
I know that many people hate the conga line.
If you are just able to express your hate with no added value, please don't, that would be trolling.

You're not a troll, are you?

If you are able to discuss tactical pros and cons without trolling, please do so.
In line with http://warhammer-empire.com/theforum/index.php?topic=41862.0

-=-=-

I was thinking about some way to protect characters that you wish not to see vulnerable in close combat, but who need to remain with the main line.

A conga line is a solution, however, it cannot be a detachment because of the need for a muso.
It may serve to protect magic users, or BSB, or general.

Problem: characters must go in front rank if there is room for them.
Solution: command group must go in front rank.
Solution is 10 spearmen with musician. The character to be protected goes behind muso. Cost 60pts, that seems reasonable.

S = spearman (musician goes first)
B = bus of whatever.
C = characters

BBBBB S BBBBB
BBBBB C BBBBB
BBBBB C BBBBB
BBBBB C BBBBB
BBBBB S BBBBB
BBBBB S BBBBB
BBBBB S BBBBB
...

Here, the characters cannot be touched in melee until the whole spearmen unit is gone.
The unit can be shot at, but is likely to get the +2 cover from two other units.
The unit can be charged by lone characters/monsters, but they will be countercharged quickly by your two main units.
Also, you can let the spearmen drag 1/2" behind.
Suppose the characters were a Lvl4 general and the BSB with Ld banner, all units are covered by the bubble. Add some MR for the pesky MM and that seems pretty solid.
Add captains in the nearby units and nobody's fleeing nowhere.


Thoughts?

10
The Electors' Forum / The new Age of Mammoths.
« on: July 17, 2010, 03:33:24 PM »
1. Incentives for Mammoths.
There are good reasons why you can expect to see FLU (few large units) rather than MSU.
I consider a Mammoth unit to be in the range of 30 to 60 models.

1.1. Too large to notice mall bites.
The sheer mass a Mammoth unit is huge.
Most BS shooting will take a lot of time to downsize it significantly. It could require a whole gunline to get rid of a single Mammoth unit.
Most spells will deal so ridiculously low amount of damage that the Mammoth will barely notice.
The mightiest unit charging a Mammoth unit is not likely to destroy more than half of it.

1.2. Beware of the wounded beast.
A large Mammoth unit is now much more fearsome than it used to be, back in 7th edition. Large units are not anymore staring helplessly at the smaller unit attacking them.
As rear ranks fill in the lost models, a Mammoth unit has always more models in reserve, able to step in and get a chance to retaliate. Worse, if it is charged frontally, the second rank models get a single attack as well.
As a consequence, elite small units who relied previously on charging and killing all models in contact from a larger unit, affording not to take any armour, are going now to suffer heavily, and the many losses they can inflict on the large unit are compensated by the less numerous, but more expensive losses they experience themselves.

1.3. Survival of the largest.
Large Mammoth units are easily stubborn: the unit with the most ranks in a melee is steadfast, i.e. stubborn. If in range, the unit uses the General’s Ld and the BSB reroll.
Important: the steadfast rule applies for a unit with more ranks at the end of combat, even if it is disrupted by a flank-charge (the rank bonus is gone, but the steadfast rule remains).

As a consequence, even if you charge a very large Mammoth unit with many elite troops, monsters, chariots, if you make a zillion casualties plus lots of static combat resolution, as long as the Mammoth retains more ranks than any of your troops, it will just need to pass a Ld test (rerollable within BSB reach) in order to survive, when your charging momentum is exhausted (no more impact hits, breath weapons, magic banner…) and where some rescue units may countercharge your own units.

Therefore, many armies will get a 5xR unit where “R” (ranks) tries to be much higher than the opponent’s.
If your “R” is smaller, you need to grind down the opposite “R” – and keep yours as high as possible before your combat resolution starts to mean anything.

Steadfast is going to play a large role and I expect many armies to run at least a very large unit and a nearby general & BSB, in order to guarantee more ranks than the opponent.

1.4. Last survivor retains whole value.
Mammoth units are great for points denial strategy.
There is no more VP for half-destroyed unit. Worse, even if a fleeing unit is way below 25% survivors, it always can rally on a double 1 – and deny all VP for that unit.
Even more frustrating: if the Mammoth is fleeing in the end of turn 6, but still on the table, then you gained no VP.

You may have killed the champion: 0 VP.
You may have made it flee once: 25 VPs for capturing the pennant bearer in the process.
All the efforts made are wasted if the survivors rally (quite easy to do with a musician, as long as the unit is above 25%) or if it just refuses to flee, or if it did not reach the table's edge while fleeing.
If it is depleted enough, then the last few men will “play the clock” and try to reach alive the end of the game, which is likely to come soon at this stage, and they will deny any VP for all your tremendous efforts to deplete that unit.

Units with sufficient numbers are quite impossible to destroy to the last man and make outstanding pts denial.
If all 3 mandatory units of your foe are Mammoth units, then good luck to kill them all. Not only they are offering no easy VP at all, but also they somehow support each other.

11
The Electors' Forum / 7th => 8th analysis
« on: July 12, 2010, 09:35:40 AM »
This is my first analysis of the 8th ed rulebook.
I had the time to read it several times and to compare it to the previous one.
I did not play a game yet but I can tell already that I don't want to go back to 7th edition!
I may complement with new ideas as they arrive.
Your comments are welcome, of course.

1.   Biggest changes:
No more being totally and hopelessly prevented to move like you wish by march-blocking fast cavalry.
Move faster through terrain. Charge goes much further.
No more killing 1st rank on the charge to prevent all hits back.
Largest units are easily stubborn, using general & BSB nearby.
Magic is now best at medium level, powerful but not overwhelming.
Less importance of psychology.

2.   My feeling.
Armies using templates and cannons receive a great boost, so do armies with armoured troops and cheap hordish troops.
DoC and VC lost their psychological edge. Basically, all the underdog armies received a great boost. Hard to tell who will emerge, but overall the game is more balanced.

MSU is probably going to be very difficult.  MSU may be replaced by MMU (medium).

Fast cavalry and skirmishers lost a lot of their annoyance for the opponent.
However, they remain invaluable to hunt warmachines and lone survivors who deny us VP by their mere survival.

General, BSB and Wizards are more vital as ever.
However, all kind of characters are more vulnerable than previously, because of many reasons:
-   Many snipe spells,
-   Huge improvements of all warmachines,
-   Monsters are very hard to hide, and all templates hit both monster and rider,
-   A Monster has 0 rank, so any unit with 5 models remaining is steadfast (=stubborn) against it,
-   Charges easier to get,
-   Loss of “Look Out, Sir” if the unit has a different mount than the character,
-   6 models will usually hit any character in melee,
-   BSB dies automatically if the unit runs away,
-   Dangerous miscasts for magic-users.

12
Battle Log: The expedition of the Burgmeisters of AverHeim (initial post)
« on: August 27, 2009, 04:29:00 AM »

Fluff in purple - comments in black following the fluffy part.

______________________________________________________________________________________________

<<drumroll>>
To the attention of the brave citizens of AverHeim!

In an effort to enhance the glory and the beauty of our beloved city, we, your Burgmeisters, are mounting an expedition, which goal is to get some impressive monuments and decorate with them the HauptMarktPlatz.

In the forthcoming year, the public announcer will entertain you with the progress of the expedition. The expedition will investigate the Black Mountains and the Grey Mountains, searching for awesome monoliths.

The AverHeim College of Wizards will provide wise experts in the ancient & forgotten cultures, in order to determine what is worth taking back to AverHeim as glorious monuments for the future generations of visitors to admire.
The AverHeim Guild of Engineers will provide the workforce and the gunpowder to cut off from the savage mountains the majestic rocks which are hidden there.
The transportation is organized by the Chapterhouse of the Order of the Black Bear.

Some legendary stones can be found there, abandoned for us to recover, left over from the forgotten times when these lands were occupied only by long gone High Elves. Hopefully the explosions will not bother anyone, the mountains are said to be uninhabited save for a few Dwarfs and some Goblin pest, as reported by a few superstitious Bretonnian pilgrims.

<<drumroll>>
The bard group "Guns N' Horses" will chant the exploits of this Knights & Powder Expedition and entertain you during the incoming year.

13
The Parade Ground / Knights and Powder, casual, or competitive, 2,250 pt
« on: August 12, 2009, 03:32:11 PM »
EDIT: Superseded. See update 5 posts below.
initial thread title: Knights & Powder army - needs help finetuning

Hi!

I've recently registered in W-E, although I've been playing Empire for a couple of years.
I've never played 2000pts or more so far, and this is where I need your advice.
Specific questions below are numbered with a # mark.

My Averheim army is made half of cavalry, half of shooters, with wizards.
I have no melee infantry at all and I don't want to start with them. I'm not much found of Sigmarite fanatic craziness either.

I own:

18 knights (3 FC),
20 handgunners, 10 crossbows, 10 bowmen

7 pistoliers, 5 outriders,
2 cannons, 1 mortar,

1 hellblaster, 1 hellrocket
1 Stank

Many wizards, 2 mounted and 4 footed
1 mounted warpriest
1 Marius Leitdorf model.
Many engineers, one with a nice pigeon model, one with a Hochland, one on the mech horse, one with a pistol.
1 knight Grand Master and 1 knight BSB.


EDIT: thanks to the first two answers provided, I posted below an updated army list to discuss.


Here are the logical steps I'm taking to build my army list.
What I would like to field in a 2250 pts army, for home games (vs HE, Bretts, Dwarfs, Gobbos), is:


#1: Essential Core units.
I intend to take 3 smalls units of knights. They are the ones to go in melee and kill foes. In order to do that, they can sometimes be joined by a character.
- 5 with musician only? Or, for this style of play, is it more reasonable to give them full command and increase the size to 6 or 7?
See #6 for possible other core units.


#2: Which general?
- as a general, I'll most probably take the Grand Master of the Knight Order (of the Black Bear, actually)
- however, I did not exclude a level 4 wizard
- and I still consider Marius Leitdorf with the former GW rules.
Any advice?


#3: Other characters.
I intend to take 2 wizards, at least one being mounted.
That leaves me with a single other slot for character. I've considered, starting with the preferred:
- a pigeon/Hochland engineer, going with cannons (fun & fluffy but probably least efficient, isn't it?).
- a mounted BSB with a magic banner (banner to be determined - fluffy, but how efficient is it in a unit of knights?)
- a mounted warrior priest (provides hatred to knights, his prayer is usable in a magic-heavy army, he can carry a ring - probably efficient but not much in my fluff)
- one more wizard (if going more magic-heavy).
All 4 options seem more or less valid in my eyes. Your advice? 


#4: Rare units.
I will not take two Stanks, I just can't fluffwise, although Averland is rich enough to allow me one, or any other kind of fancy warmachine.
I've read in W-E some interesting proposals for dual Helstorm Rocket Batteries.
- Is it worth buying a second Helstorm Rocket Battery?
- Otherwise I could go for the Stank and a single one, for a while.
Recommendation?


#5: Special units.
I'm long convinced of the utility of fielding two great cannons.
I love my unit of 7 Pistoliers (champion with multiple pistol, musician), for bait & flee, harassing, lots of uses.
For the remaining special slot, I have to select among:
- 5 Outriders (Hochland champion), great to defend the warmachines, but tend to be shot to ashes in turn 1. I'm not really convinced about them except as excellent elite target for my foe's fire.
- Inner circle knights, I would need to buy more knights. Probably a unit of 8 would be enough? More fluffy, but it might be too many knights.
Your advice? would more knights just be too many? are outriders going to be any useful in my style of play?


#6: Complementary core units.
If any pts are left available, I am keen to take some more shooters, as I am used to.
Usually I take a unit of 10 Handgunners (HLR) / Crossbowmen, with two detachments of 5 Handgunners / Crossbowmen / Archers. This allows me to have the choice of concentrating or spreading fire, and the opponent has 3 units to get rid of.
These units should take care of light skirmishers/fast cavalry/flankers, acting as bodyguards to the warmachines.
If I don't take the outriders, then I feel I need one of these. Fluffwise, handguns are better than crossbows which are better than archers. Unfortunately, they are in the opposite order for being easy to use...
I could also take two of such 10+5+5 units.
Do I need 0? 1? 2?


#7: Using this army.
Warmachines are to take care of monsters and reduce blocks of infantry.
Knights are to charge whatever remains, with the help of characters.
Wizards are to resist the opponent's magic and, if possible, to enhance my shooting/charges. Ultimately, they may be used to cast magic missiles, but it's not my preferred use.
Shooters are there to protect the rears of the army from light flyers/fast cavalry.

How do you feel it may work?
I'm still worried about dragons and Brett's Peggies.
Also, I don't know how to take care of HE archers hidden in a building.

Otherwise, I feel it should be quite a balanced army, efficient in all phases.



That's all for today. :smile2:
Than you for your time reading that and, if you feel so, providing an advice to questions #1 to #7.

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