Army List Building “
So I began to design my army: three large blocks of 30 swordsmen, deployed 6 wide by 5 deep, make up the backbone. Each swordsman block has 1 or 2 12-man Detachments deployed 6 wide by 2 deep. Each infantry unit and its Detachment have an assigned 6-man horse unit. Two units consist of Knightly orders and one unit of White Wolves. These units consist of bare knights, no Inner Circle, no champion, no standard, only a musician to maintain order ”. - TVI
To build a good list based on the battalion concept, you need at least three main units. While these are normally state troops such as Swordsmen, they may, in fact, be made up of other troops. All state troops should have at least one Detachment. These will normally be Free Companies, but can be any normal type of militia troops. Archer Detachments are practical both for defending the main units by forming a screen and for supporting them with shooting. Just remember that, if you have the option of either moving to a better position or shooting, you always have to move in an Empire army.
A typical TVI tactical deployment "
When the Greatswords attack, the game ends" - Atchman.
Greatswords combine excellent armour and high weapon skill with deadly S5. They also have a decent leadership (8), and can often manage without characters. When held in close proximity to the battle standard bearer, they are almost unbreakable. If they ever flee, the Empire is in serious trouble.
Flagellants are the most reliable Empire regiment. Since they have Frenzy, they may leave the line, lured into charging units. More balanced might be a unit of Swordsmen with a battle standard bearer, a unit of Greatswords, and a large unit of Flagellants. Use Archer Detachments to prevent the Flagellants from leaving the line because of their Frenzy.
A Steam Tank or Giant can be used as effective blocking units. These two units are tough! They can play the same role as an infantry unit, resisting an enemy charge and then flanking them. If you use it like this, you must understand that some things can completely destroy a Giant or a Steam Tank, so they need immediate. In addition to their ability to withstand great damage, they can also cause significant damage, and have the advantage of not having standards (and the valuable victory points they bring), if they are removed.
Even an Empire character can play the role of a regiment. An Arch-Lector on War Altar is unbreakable and highly mobile. Placing the Arch-Lector in the middle of the Empire line, flanked by units that can counter-charge and come to his rescue is an effective strategy.
Fighting the TVI way “
Manoeuvring with Detachments is simple. State troops advance towards the enemy line as quickly as possible while Detachments and cavalry stay slightly behind to stay out of enemy charge range, but close enough to counter-charge or charge cavalry. If the enemy charges the main unit, the Detachment flank-charges, or flees, if charged itself. This then allows the cavalry to charge the exposed flank of enemy unit without problems, or, if the Detachment has counter-charged, move behind the enemy line. Keep your Detachments between 15 and 17 cm behind the front of the state units, and keep your cavalry about 25 cm behind them ". - TVI
A fearsome unit of Black Orcs approaches the Empire lines. Following the battalion concept, a Free Company detachment is deployed about 15-17 cm behind and about 4-5 cm from the flank, to be able to execute a more favourable charge. A unit of White Wolves is positioned on the other side of the unit. In the following turn, the White Wolves may: a) charge the flank of the Black Orc unit, if it maintains its position; b) pursue it, if it flees or c) charge it in the flank, if it breaks and pursues the Swordsmen [in the current turn of the Orc player]. All of this is possible, because the imperial player WANTED the Swordsmen unit to be charged.The function of the cavalry is to support the infantry line, they will sacrifice themselves in order to keep enemy units away from potential charges on the flank of your troops (unless your unit is stubborn). They will not pursue enemy units, unless the infantry is completely safe from enemy activity. The knights will allow the infantry to fight, while they will move to the proper position to charge the flank or rear of the unit engaging the infantry. They'll sit tight, and protect an exposed flank, before going after small targets. The supporting knights can plug a hole in the line in an emergency, or also penetrate the enemy line.
The function of the cannon is to support the infantry by eliminating Chariots, terror-causing units and Monsters. They will shoot to support the infantry rather than against a unit that tries to charge the war machine. The Mortars are there to support the infantry. They will drop their missiles from above to reduce the enemy ranks before combat, and to deplete any units that are out of range of your infantry line. Please remember that mortars can (and do) hit with a margin of 25 cm; so do not aim at anything within 30 cm of one of your main infantry units. Mortars can also be used occasionally to attack targets of opportunity in the rear (as cannons do). I once killed a Chaos Spawn that had penetrated a sector of my line with a couple direct Mortar hits (S6, 1D3 wounds, no armour save). I've also eliminated wizards in this way!
Tactics based on the Battalion concept It was not until I regularly played with my Dwarf army that I really understood the idea of provoking or inciting an enemy charge. Many players, when caught by enemy charges, try to retreat and avoid combat. Using the "Idiot" method, one manoeuvres in such a way that it forces the enemy to charge its large units: it is simply given no other choice. There are many reasons, but I will highlight just a few:
1) If you charge, then, in the opponents turn, fleeing units can rally and return to the game again. You should only charge enemy units in your turn, if you are sure that a) you will kill them, or b) they will be eliminated by "crossfire" or will flee the battlefield. If you cannot break them, you will be exposed to a charge in the enemy's turn.
Charging an enemy unit that is likely to survive will increase the chances that you will have to attack them longer. It is vitally important to learn, when to charge and when to hold the line. Keeping the line of infantry together will form a network and push the enemy across the board.
2) Allowing the enemy to charge you is a fundamental part of the strategy. Enemy units broken in combat (also those that hold on) may be charged by other units of knights, Detachments, White Wolves or Light Cavalry (or vanilla knights).
Here the state troop unit [Parent Unit] withstood the charge of the Chosen Chaos Knights. The Empire player then counter-charges with the Light Cavalry to deny ranks, and perhaps to add some decisive wounds for combat resolution. The Detachment stays behind as you must never add defenceless and unarmoured troops to a combat. A Detachment will have little chance of wounding elite knights, and an experienced player will direct as many attacks as possible at the weak Detachment, likely allowing the Knights of Chaos to defeat three units at once!
3) Units broken in the opponent's turn can be forced to flee again. Small Detachments of Archers, White Wolves and Knights are ideal for this.
Here the state troops have repelled the charge of the Chosen Chaos Knights, and now the vanilla knights charge them, sending them on an escape route off the board. This leaves the state unit and the Detachment free to seek new objectives.
Note: A mounted character in the infantry unit is an ideal unit for catching troops that turned heels, but be careful not to leave him in a vulnerable position.
4) The tactics of an army based on the concept of battalion allow to earn victory points for the quarters of the battlefield. There are plenty of units available to contest and capture ground.
Here the Empire player has left a Detachment of Handgunners behind to capture a vital quadrant. With an Empire army based on the battalion concept it is often feasible to capture or contest all table quarters.
Variants One of the nice things about the battalion concept is that you can use it in many different ways. In the diagram above, half the army is deployed in the manner of a battalion. The other half of the army is made up of heavy cavalry units. A Templar Grand Master in the large unit of Knights, which remains close to the infantry, giving them vital leadership for the beginning of the game. The dark blue infantry unit is commanded by a battle standard bearer (perhaps with the Sigismund, Griffon, or Imperial Banner), while the light blue unit conists of Greatswords. Most of the army is leadership 8 and can operate without the leadership of the general. A Banner of Valour on the Greatswords would be a good idea to avoid panic. This army design is commonly used by Racticas.
One of the most effective tools on the Empire's new roster is the Arch-Lector with the War Altar of Sigmar. Here, the Arch-Lector (light green square) gives his valuable leadership to the two infantry units. The infantry helps prevent it from being caught by enemy units with high combat resolution. Fast cavalry units shield the flank of the infantry line. Another option would be Flagellants, as they are unbreakable. The house we see in the diagram can also protect one of the flanks.
It is not made for everyone
The "Idiot" method is not made for everyone. However it can be a nice variation to the usual tactics. In fact, the army has some weaknesses that can be exploited:
1) It is still an army of the Empire and psychology is still a problem. Sometimes this can be solved by using the Imperial Banner.
2) Magic defence is somewhat weak. This is not too important, as most of the spells are usually missile-type, which will not normally be fatal against units of 30 models. However, movement spells such as Waaagh, Van Hel's Dance Macabre, etc., and immobilisation spells ... are a real problem to defend against.
Here, the player of the empire has kept his Detachments in the rear, awaiting the Orc Waaagh. Since the Empire player wants to be charged (in the battalion concept), the Waaagh is playing into hands of the Empire.
3) Some enemy units are less affected by the combat resolution points generated. Stubborn units such as Stegadons, Slayers, etc. are a real problem, because it can take a long time to isolate and destroy them. With the Empire's lack of melee power, these units also take an enormous amount of time to be wounded and eliminated.
On the right side of the picture, the Dwarf Slayers have withstood the Empire forces for another turn ... This has allowed the clan Warriors to come to their rescue. The forces of the Empire lack true killing power, especially against tough enemies like Dwarves.
SummaryDuring the first years that I played Warhammer I only used my Empire armies in tournaments. In the Charlotte GT, I met The Village Idiot in person, Mr. Tim
Walker. When I saw his army, I thought to myself: "You will be lucky, if you can beat a single person with that list”, but he won the GT! During the next two years, I tried many kinds of Empire army lists. It wasn't until I brought my own “TVI” list to the Baltimore GT I managed to be the highest ranked Empire player - something I have achieved in every GT I attended using the TVI style.
Give it an chance. Maybe it does not work as well for you as it did for me, but I think it remains a valid tactic. The 7th Warhammer edition and the new Empire Army Book have reduced the advantages only a bit. A well played TVI list is a tough nut to crack for most races.
Randy Atchley, aka Atchman