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The Brush and Palette / Re: 10mm 3rd / 4th Edition Models
« Last post by Mike Stockin on Today at 12:23:08 PM »Some baggage for my Stirland lads!!
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That means that more often than not the goblins with the combat and remember that the goblin is 4 points and the halbard is 6…
As mentioned. Vortexes. Necromancy, Illusion and Battle magic all have great vortexes. Remember that they release the fanatics before the vortex is removed. So that makes it so you can have a timing to charge them without facing fanatics.
The only unit that will fit into the space of the vortex are drilled knights or a (flying) monster. Two, max four knights can make contact without touching a fanatic during the charge.
They release the fanatics before the charge, but the fanatics will move before you strike, in your random movement sub-phase, but still directed by the NG player. They will be released at the edge of the vortex, and move through the charging unit that is now in contact with the NG horde.
Whatever you try, a lot of hurt is coming your way. There's no way but luck (doubles) that can help you.
NG units tend to have at least two fanatics, and they will release both when charged.
69% of the time you get hit by 2d6 S5 AP-3 hits. Kills 5 knights on the average.
28% of the time you get hit by 1d6 S5 AP-3 hits. Kills 2 knights on the average.
3% of the time both fanatics roll doubles.
On the average, you expect to lose 4 knights. That's a minimum sized unit gone. For a medium sized unit things then get interesting:
The knights' first charge negates the NG ranks. The NG mob still has close order and standard, so +2 CR to beat. It will likely cause no wounds on the knight unit.
1 normal knight will cause maybe one wound and lose the combat.
1 champion will cause one wound and lose the combat.
1 champion & normal knight will cause two wounds and lose combat because of the NG musician.
A champion & standard will cause two wounds and the get +1 CR from the standard. The NG mob now has to roll at -1.
Three knights will still have close order +1 CR, and are likely to contain a C/SB/M or all three, which makes things even easier.
That's only against two fanatics. Against three, you expect to lose 7 knights. I don't think you should charge at all, unless totally desperate or getting a big combo charge on a NG mob with at least two important characters.
Calculated with normal knights. IC knights will fare marginally better because of their armour. But they're tremendously expensive to waste on a NG mob.
I think the Steam Tank is the only secure thing to charge a NG horde. But it doesn't have first charge, so will be left there to grind. Might still win.
Of course it's a dice game and these are just averages. (In my experience, I will whiff my attacks anyway, so I'll auto-lose all combats, whatever the odds. )
-Zyg
Is it just me or does this sound like a job for the infantry
As mentioned. Vortexes. Necromancy, Illusion and Battle magic all have great vortexes. Remember that they release the fanatics before the vortex is removed. So that makes it so you can have a timing to charge them without facing fanatics.