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Tactica: Empire All Cavalry [work in progress]

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sammay23:
Empire All Cavalry Army Tactica
Here is my attempt at a tactica for those interested in building all-cavalry armies. I define this as an army made up solely of units with M7 or greater. Obviously there are many potential variations on the theme, but thatís my working definition.

I hope folks will chime in with their own experience and with helpful additions. I think that the more perspectives we can provide with this, the more helpful it can be. Iím not a defensive guy, so please, if you disagree with something, let me know!

Some context: Iíve been playing an all cavalry army since the new book came out. Iíve taken 2nd a few times in local tourneys of 15 or so players, and am generally considered a challenging opponent. This tactica is mostly for players who want to be similarly competitive. Iíve found all cav to be a refreshing and fun alternative to the infantry line, and Iíve also found it far more effective than I initially thought it would be. There has been a steep learning curve for me, and Iím hoping I can share some of my experiences with those who might be interested in trying this flavor of Empire. I also hope that this can be a bit of a living document, in that readers can offer to fill holes in my reasoning, or expand on some tactical ideas. With that said, let me begin with some initial principles that are important, in my opinion, to grasp as you build an all cavalry force.

Principles for an all cavalry army.
I)   Armor as a defensive multiplier.

A 1+ armor save acts much as wounds do. It increases a unitís survivability. Against a S3 enemy, 5 vanilla knights have as many EFFECTIVE wounds as 30 free company. Why? Because 30 S3 wounds will kill, on average, 30 free company (who have no armor save), or 5 vanilla knights (who each require, on average, six armor saves before failing). Similarly, 5 vanilla knights vs. S4 have the effective wounds of 30 halberdiers, or spearmen, or flagellants for that matter. You get the point.

Thus, armor saves are what provides an all cav army with durability, as opposed to lightly armored infantry armies, who rely on wounds to provide durability. This means that as you consider how best to use your cavalry, you must always ALWAYS  be thinking of their armor.

II)   Movement is your friend.

One shift that can be very challenging is that of realizing the difference between marching 8Ē and 14Ē and charging, on average, 11Ē vs, on average 16Ē. This can require a substantial shift in how you think about deployment and tactics. With many units of cav, it is possible to feint at one flank during deployment, and then shift your forces to the opposite flank before your opponent can react.
Thinking about flexibility and movement can be very hard for generals who are used to the more static tactics we build infantry-heavy, or even balanced lists around (it certainly was for me). You cannot count on being within 12Ē of your general, or your BSB. Similarly, strategies centered around the hurricanium or luminark are unlikely to be as effective. This was a big challenge for me Ė modifying my thinking to realize that units have much greater reach. Hell, cavalry can move 3 Ĺ inches backward! There are tactical implications.

III)   Itís all about the charge. (Well, it's all about winning combats)

S5 or S6 is massively more impactful than S3 or S4, and an all-cav army will inevitably have fewer attacks than an infantry army. Grinding an opponent down is not that viable. Therefore, we need to be executing charges and winning combats. My experience with all cav lists feels more like 7th edition, where multi-charges were game winning, and jockeying for field position was half the battle. Part of being an effective general with an all cav list is knowing how to get charges off. You need to know that, with swiftstride, the average roll is 9, making 16Ē your average charge range. You will need to take risks to set up multi charges, and attempt to lure your opponents into breaking their battle line to give you such options.

Calisson has an excellent post on charge ranges. Use it. http://warhammer-empire.com/theforum/index.php?topic=42599.msg705514#msg705514

Summary

With excellent movement, high durability and substantial shock on a charge, an all cav army is about generating the maximum amount of CR while denying as much CR to your opponent as possible. Higher WS and 1+ AS mean our opponents should be killing far fewer knights, while kinghts' relatively higher WS and high S on charges should be generating a lot of casualties. Spells and items that augment this are vital. Everything else is, in my opinion, extraneous. An all cav general wants to be breaking and running down enemy units. Period. No grinding. No shooting. Just beautifully choreographed, completely overwhelming, charges. Of course this doesn't always work. But this is what we're aiming for.

Tactical considerations for an all cavalry army.

I see several different kinds of units in an all cav army. These roughly correspond to infantry armies:

1)   Hammer Units Ė Most of your units will be hammers on the charge.
2)   Anvil Units Ė This depends on your opponent. Against S3, S4, all your units are anvils.
3)   Chaff/Hunter Units Ė Small frontage, disposable.
4)   Ranged Units Ė Sure. I donít use any. Pistoliers, Outriders.
5)   Utility Units Ė Luminark, Altar, Hurricanium.

Troop choice really follows from tactics (picking the best units to fit tactical roles), so I figured Iíd lay out my opinions of Cav Army tactics before discussing troop types. Iím hoping for lots of input from other players here. These are oriented around three principles:

a)   Principle One: Divide and conquer

This is a fundamental principle behind a successful cavalry army. Essentially, this involves using your increased mobility to spread out an opponentís forces and tear them apart one by one. Surprisingly, this seems to work best against opponents with ďeliteĒ armies. They are confident in the strength of their units in combat, and often make mistakes out of eagerness to get engaged. If you can get this tactic down, you will find that your most difficult opponents are the ones who work hard to maintain a battle line and deny flanks or ganging up. Some tips on that later, but here are the fundamentals to divide and conquer:

a.   Know how you stack up.

You need to know the odds of winning combats. As you build units, you should think about their hitting powerÖ their defensive abilityÖ 6 charging Empire Knights vs. 4 Ogre Bulls will hit first, hit on 3s, wound on 3s, and do, on average, 2-3 wounds. 3 Horses hit on 4s, wound on 5s, and do, on average 0-1 wound, trending towards 0. 4 Bulls will hit on 4s, wound on 3s Ė 6 hits, 4 wounds. You save on 2+. On average you take less than 1 wound so, 0-1 wound, trending to 0. You get the point. Know this stuff! Itís what makes for excellent generals. All of your decision-making should be predicated on this knowledge.

b.   Multi-charge everything.

If you can, this is the way to set up overwhelming victories. Be thinking about flanks, frontage, and charge distances. A good opponent is going to try to prevent you from doing this. Sometimes it is worth sacrificing units to set up a later multi-charge. Hordes are a lot less scary if youíre charging their front with two units of 15 inner circle knights (well, IC and Reiksguard, you get the point). Deathstars can be shattered with good multi-charges. The more you can bring all your hurt to bear on one unit, the better. With good charge ranges, you can make an opponent think you are preparing to charge several different units, and then divert all your charges into a single enemy unit. This works.

c.   If you canít win a fight, avoid it.

Leave pride at the door and accept that you are going to have to avoid some opponents. Huge horde units can be the rock to our scissors. Fortunately, theyíre the easiest to avoid. High strength units are dangerous and worth avoiding while you kill off easier meat. Obviously, you wonít be able to avoid everything you might want to, but this needs to be a part of your thinking, particularly since the army is so mobile.

d.   Sacrifice units.

Much like 7th edition, you can still use chaff units to force an enemy to offer a flank, or break a line and expose themselves to multi-charges. Granted, in this army, chaff units are more than 100 points, but this still is an invaluable tool. Also, our chaff wonít be taken out by most small arms fire or magic missiles.

You can also pin enemy units with durable cav. Demigryphs can be excellent at this, because they can continue to dish out pain after round 1 of combat. The Steam Tank is another very useful unit for pinning enemies, which can allow you to disrupt the advance of an enemy line, and force them to delay their advance, or expose flanks.

b)   Principle Two: Get in the backfield.

This is a nice holdover from any balanced Empire list. The major difference is that in an all-cav army, you wonít have a lot of artillery to pick things off behind enemy lines. So this tactic is all the more important. Fortunately, you will have many tools capable of managing this.

a.   You need to be thinking about charging artillery, mage bunkers, etc. by turn 2. High S or no AS artillery are the bane of an all cav army, so you need to have a plan to eliminate them. This is where a Captasus can shine, as well as those small units of vanilla knights. A griffon could be very effective here as well, if you could figure out how to effectively field one. The key is to send multiple units to perform this task. Devote substantial resources to this, so that your opponent is unable to block them all. In an all-comerís tourney, most folks wonít be expecting an opponent with so many small, fast, dangerous units.

b.   Magic can also be helpful here. A comet, or long-range magic missile can help with artillery and shooters. Timewarp can increase your march range to 28Ē  More on that laterÖ

c.   Try to set yourself up so that IF an opponent blocks you from getting in their backfield, they will be forced to expose themselves to multi-charges or flank charges from your hammer units.

c)   Principle Three: Be Proactive

This was probably the biggest shift in thinking tactically for me. With so much movement, and devastating charges, you should have a plan before you begin your deployment. Part of the fun, and power, of a cav list is that you can dictate your opponentís response.

a.   Pick which units you want to focus on. Does your opponent have some units that will provide you with good points value and lower risk? Mage bunkers and artillery are particularly juicy. How can you draw out defending units to expose that soft, delicious, underbelly?

b.   Identify which units will be the greatest threat. Plan to avoid these, hold them up, or divert them. If you sacrifice two units of 5 vanilla knights to keep the Gutstar occupied all game, consider that a job well done! You have the ability to do this with high movement.

c.   Drive the tempo. Think about chess. Plan several moves ahead. Remember that you can feint and withdraw, flee and rally, etc. Think about these opportunities. Your opponents wonít have played against many armies with the mobility of yours.

d.   Lastly, I think that if you can hold your major charges for turns 5 and 6 itís better than early charges. By major charges, I mean ones in which you commit substantial points values to a combat. I like to hold off on them because I donít want to risk being caught in a drawn out grinding battle. If I donít break an enemy on a charge (which happens, even when the odds are in your favor), Iíd rather not risk having my units eventually broken. Delaying those charges is helpful for this. It requires planning ahead.

V)   Why No Artillery?

Well, for starters, they donít have M7. More importantly, your army should be darting all over the field. Unless you have artillery that can defend itself, you place it at great risk. Iím not saying it canít be done. One of my favorite cav lists had two hellblasters in it. I think I lost one or both in pretty much every game. If enough folks want, we can cover artillery options in here.

VI)   A Note on Armor

There are certainly differing opinions about this, but I fall firmly in the 1+ camp. Do everything you can to have a 1+ across the board. Most opponents are S3 or S4. That 1+ really matters for survivability, and youíll need it.

sammay23:
Unit Choices
VII)   Command

All units get musicians! Charge-baiting and fleeing are vital tactics for an all cav army. With units of mostly LD8, a musician brings that to 9 for rallies. Vital.

Champions are usually a good purchase. You get an additional, potent, attack, for far less than the cost of an additional cav. However, I find it helpful to field my chaff units and demigryphs without champions, so I can avoid being pulled into a challenge. If I want to snipe a character (read: mage) on a charge, it can be very helpful to direct many attacks rather than have him/her isolated by a challenge. So, I try to mix it up.

Banners can be lost if you flee, which you will. CR is the enemy of a cav list more than death by wounds, but with swiftstride, your units will frequently outrun pursuers and rally to charge again. Don’t give up easy points with a banner in your chaff or small units.

VIII)   Unit Breakdown

Core
Empire Knights – Highlights: 1+ Armor save. WS 4. LD 8.

I don’t generally consider these worth taking in large units. They have the same staying power as other knights, but with S3 after the charge, really lack in grinding potential. Small units of these make excellent warmachine hunters and will topple most missile units as well. I always take with lances.

I typically field these in units of 6, deployed 3x2.

Inner Circle Knights – Highlights: 1+ Armor save. S4. LD8.

The bread and butter of a cav army. These are now core, and should be one of your big hammers. I like units of 10+ in ranks of 5, sometimes more depending on the frontage of opponents. I always field them with lances.

Special
Demigryph Knights – Highlights: T4. W3. S5. A3. Plus an IC knight.

What’s not to love? 2 units of 3 or 4 really add a lot of punch to an army. I field without banners or champions, but with a musician. The greatest challenge I see with these fellows is frontage. Four covers the same width as a horde, which can make them somewhat unwieldy. For now I’ve preferred units of 3 for maneuverability, but can see how 4 with FC could be helpful for grinds.

Pistoliers – Highlights: move and fire, fast cav

Okay, I haven't fielded these since 7th edition, but some folks have strong opinions that, at 90 points, they make for excellent re-directors and chaff removers. The pros are that they vanguard, have infinite reforms, and can slip through enemy ranks. The cons are that they have a poor armor save and are pretty expensive for a fragile, throw-away, unit. With new rules for BS-based missile attacks, the consensus seems to be that you shouldn't expect to hit much with them.

Outriders – Highlights: BS4, multishot

The same pros/cons that hold for pistoliers also hold for outriders. They are lightly armored fast cav, with vanguard and lots of manuverability. The one advantage that outriders seem to have is that, if you can keep them in a safe place where they don't have to move, they do have the potential to dish out some ranged damage.

Reiksguard – Highlights: Inner Circle but Stubborn

Reiksguard are nice. Stubborn is nice. They’re expensive, but if I’m to field a second large unit of “inner circle” knights, these will fit the bill. 10+ in my opinion, with the banner of discipline. I’ve also seen smaller units used to hold up opponents with stubborn. I think this could be useful, but it doesn’t quite fall into my style.

Rare
Steam Tank – Highlights: It’s a tank, and a cannon!

First off, don’t take two. It’s just not nice. But no cav list is complete without one. The unit is so versatile, and draws (and absorbs) so much enemy hurt, it’s indispensible. This will be the only cannon you should take in an all cav army. I use this for area denial, taking down monsters, as the ultimate anvil, or to take out chaff units with the steam gun. I contend that one cannot field a serious all cav list without one of these.

Celestial Hurricanum – Highlights: +1PD, +1 to hit.

It’s a chariot, so it goes in the tactica. I haven’t taken one, so I cannot speak from personal experience, but I can see it being useful, both for impact hits and for its buffing properties. [insert comments about bound spell here].

Luminark of Hysh – Highlights: +1DD, 6+ ward, secondary cannon

The Luminark is, in my opinion, the better of the mage-wagons for an all cav army. Magic defense is more important than offense, and the +1DD really will help. Impact hits could be nice, however its biggest advantage is the bound laser beam on top. At S8 D3 wounds, it’s a legitimate threat, and provides a very nice compliment to the steam tank’s cannon for finishing off tough opponents. Not a must have, but worth the 120 points in my opinion.

Heroes
Captain of the Empire

Yep. Full plate, lance, shield and you’ve already got a nice, cheap, durable hitter. You could kit them out with magical blades, but don’t spend too much. These need to be disposable. Captains can be charged out of units to remove chaff or hold up flankers as needed. They can also be fielded on their own as efficient warmachine hunters.

Captasus. Yes! In an army where mobility is vital, these provide even more of it. Try to get a 1+ if you can (i.e. helm of skaven slayer). Again, I’d field them cheap. I find that opponents do not target them with artillery. They have better, higher priority, targets.
BSB will have a 1+. I like to give him the dawnstone.

Warrior Priest

Yes. Yes! A thousand times yes! Prayers are so very excellent for cavalry, and so important. Hatred is the least of their wonders. Hammer of Sigmar from a charging unit will always draw dispel dice. The 5+ ward is just plain silly when combined with a 1+ armor save. And, warrior priests can be pretty durable when mounted. I tend not to give them a 1+, although I could see a use for the enchanted shield here. 2+ with T4 makes them relatively durable.

I’ll say here that I think Luthor Huss is a fantastic character for a cav army. He is nicely durable, hits plenty hard, and with his once-a-battle buff, actually presents opponents with a dangerous challenge. He can be, for one combat round, the best statted character Empire can field. I’ve never played without him.

Battle Wizard

I take a lvl 4, but I can see how a few lvl 2s with beasts could be dangerous. See the “Dirty Tricks” section for how to protect them.

Witch Hunter

Can’t ride a warhorse. If you want to put him on a carpet, knock yourself out.

Lords
Grandmaster

I put him first because I have something potentially controversial to say: leave him home. In my opinion, he’s too expensive for what he does. I’d rather have multiple captisus or roving captains than a grandmaster. He’s great against tooled up enemies, but there are other ways to remove them. Please, if you have another opinion, share it and I’ll get it in here.

Wizard Lord

I take a lvl 4, with a scroll on a barded steed. See “Dirty Tricks” for how to protect him. I think you cannot field a force without a lvl 4. He’s too useful for magic defense and offense. I also like to keep him as safe as I can, and having to protect multiple mages would be more difficult.

Another option is to take a Beasts lvl 4 on a Griffon. I haven't tested this, but it could be an interesting option.

Archlector

Several experienced players are of the opinion that a AL on the War Altar fits nicely in a cav army. With charmed shield, he can be somewhat cannon resistant, and is used for his bubble hatred (the only hatred that buffs Demigryph mounts!) and for the LD bubble, as well as bubble prayers. At ~300 points, he's a bit steep, but if he replaces your general, he might well be useful. [Need more concrete suggestions here from those with more experience]

General of the Empire

I don’t field one, but the leadership and hold the line are nice. I can see this fitting in an all cav army nicely. One option I have not tried, but would like to, is fielding one on a griffon. That could be both fun and effective in an army with so many high-value targets.


IX)   Magic Synergies
Magic in cav armies is really important. Firstly, you need good magic defense. There are some spells that will wipe out expensive units and ignore armor saves. You need good protection against these. Take a lvl4 and a scroll.

I’ve found that the synergies are different from infantry-heavy armies. I’ve tried to list them below by lore, but a few other general notes worth making first. 1) Your units will be more spread out – inevitably. Spells with longer ranges are simply more useful for a cav army than a static infantry force. 2) Remember that your armor save is one of the most important features of your army. Spells that buff your ability to make those saves, or that add ward saves, are extremely helpful. The more knights you have alive to deliver in a charge, the better. 3) Your mage will probably be in combat before too long. Be prepared to have spellcasting hindered by this. 

Heavens

I list it first, because I am of the opinion that this lore is the best compliment for a cav army. Harmonic Convergence is the finest armor-related durability buff available. Your 1+ vs. S3 or S4 becomes virtually invulnerable when re-rolling 1s. On charges, re-rolling 1s helps immensely, as you want to be causing maximum impact. Curse of the Midnight Winds and Iceshard Blizzard are both excellent hexes, with low enough casting costs that you can force an opponent to make very difficult choices. Comet is a wonderful spell for a high mobility army, as you can deny board area with it and maneuver around with your mobile units.

Life

Raising knights is great. T5 or T7 is nice, although you’re already pretty durable with the 1+. The best thing about life is, in my opinion, Throne of Vines. Miscasts are bad in any bunker unit, but when that unit is composed of Inner Circle Knights… yikes!

Light

Timewarp wins in my book here. So many opponents forget that this doubles your movement, in addition to adding ASF. They’ll never forget again when your hammer unit charges 22” into their mage bunker. A glorious combination. Pha’s is very nice against enemy artillery.

Beasts

Cavalry are beasts! -1 casting cost to all spells!
(Thanks to kobahl and csjarrat for the below)

-Wysanns Wildform, we all know and love it, +1T and +1S is fantastic. really helps those lancers keep the wounds coming in in the 2nd round of combat and keeps them on the board with the higher toughness. thanks to the all cav + lore attribute, its cheaper to cast than usual, needing 5 for a lvl4 to cast, it can be safely 2 diced.

#1 is a poor MM at S2

#2 Can give a character +3T, boosted all characters within 12" get it.  This is where the peggy mage shines. the flying march means you can get exactly where you need to to get the maximum bang for your buck with this spell. it makes your character cavalry bus much much harder to take down and can swing a challenge back into your favour.

#3 Amber Spear, either a bolt thrower or a cannon that never misses. absolute beauty of a spell. very underrated. shines in the all cav list because you are gun-light. sling it against an enemy monster and it becomes easier to cast thanks to lore attribute.

#4 is a really nice movement inhibitor spell and CC spell. The bad guys get a -1 to hit (shooting and CC) And treat ALL terrain (including open) as dangerous that test fail on a 1-2. This can come in really handy to limit a unit that you don't want to charge or if they do charge they have to test and then are -1 to hit you.

#5 is your character booster that can get crazy. Lower level choose 1 dude and give him +3S and +3A. Boosted version every character within 12" gets the boost. If you have a character heavy front line and get the boosted version off, you should be chewing thru most anything!!

#6. Transformation, ditch it, you cant use it when mounted. this is your swap for wysanns


Death

Fire

Metal

Shadow

(courtesy of kobahl)

Lore attribute- Lets you switch places with another friendly character of the same troops type within 18". So your wizard gets caught out of place and is getting attacked? Would like to get some muscle there to help him out? Use the lore attribute to move a fighty character into his place.

Sig spell- Melkoth's Miasma. The targets WS,BS, Int, or Movement, you choose, is reduced by D3. Boosted version lets you get all of them reduced. So many applications here. Reduce those Chosoen warriors who hit you on 3's are now hitting you on 5's...tired of hitting after everybody else? Lower their Int....The tactical list of applications goes on....And cast on a 5+

#1 Steed of shadows- Augment that lets the wizard or friendly character within 12" make a fly move. That could come in really handy to get to where you need to be if you a mobile mage like a Peg wizard. You could fly 20", and then get this spell off and all of a sudden you are in his back field behind all his troops and still in easy hex range. Or if he has a gun line all in a row, use the Pendulum spell to hit them all. A lot a tactical options here.

#2- Enfeebling foe- What's one of our weaknesses? Low T. So lets make the bad guy have less S. Spell reduces target S by D3. Pretty easy to do the math on this one. Great spell

#3- The Withering. What's another weakness? Low S. So let's make all the bad boys we gotta hit a lot easier to wound! Reduces target T by D3. Another easy math problem...lol

#4- Penumbral Pendulum. Straight line 6D6" away from the caster and each model must pass a I test (warmachines auto fail) or take S10 hit with D3 wounds. Boosted lets you double the range. Like stated above with the #1 spell. A mobile mage could really wreck a gun line with this combo.

#5- Pit of shades. What's to say? Casters love it! Low Int troops hate it! Pass the test or die. No saves. Great for getting rid of those big monsters that creep around tearing up our troops. And again, cast in on a warmachine, auto die.

#6- Okkman's Mindrazor. Models use their LD instead of S when rolling to wound. If you get this off on the right unit, they will chew through any target. Or will make the enemy think long and hard on whether he wants to charge that horde of S7-10 unit! And with the lastest change in the FAQ, you can use the Generals IP for LD.


X)   Dirty Tricks
a.   Mage Bunker

Put your mage in the largest unit on the board. I like 13+ knights with full command, and two combat-kitted characters. Make the unit 5-wide and place both combat oriented characters in the front rank. Now there is no more room in the front rank, since you have to have command in front. The mage goes in the center of the second rank. He’ll be safe until you lose your champion. This is certainly not original, and it can be frowned upon, but I feel better doing this, knowing that Chaos can field a caster with a 2+/3+.

Pro - He is well protected from sniping and direct combat.
Con - The unit will be expensive and will be a target for enemy artillery, magic, and elite units. He adds nothing to the combat output of the unit.

Alternately (from zifnab0), you could use a smaller Wizard Bunker - A small (5-10) unit of knights, outriders, pistoliers, or other unit that provides enough models for a Look Out, Sir! roll and is capable of defending the wizard against small arms.

Pro - A small, highly mobile unit that protects your wizard from enemy light units.
Con - Requires an additional 100+ points to protect the wizard that could be used elsewhere.



[clearly more to do, but I wanted to get it up here and started, so I can start collecting opinions and corrections]

errantgamer:
What a great tactica! Certainly incentive to get to painting my horses. Thanks for all the work you've put in.

However, I believe one can't field units of cavalry 3x2 (as you mention for Empire Knights in section VIII), as the minimum needed for a rank is 5.

Swan-of-War:
You can field them 3x2, they just won't get the rank bonus.

zifnab0:

--- Quote from: sammay23 on March 04, 2013, 01:11:21 AM ---Put your mage in the largest unit on the board. I like 13+ knights with full command, and two combat-kitted characters. Make the unit 5-wide and place both combat oriented characters in the front rank. Now there is no more room in the front rank, since you have to have command in front. The mage goes in the center of the second rank. Heíll be safe until you lose your champion. This is certainly not original, and it can be frowned upon, but I feel better doing this, knowing that Chaos can field a caster with a 2+/3+.
--- End quote ---
This is a bad idea.  I know this is popular, but it's really not a very good strategy.

You've got 13 knights with full command (probably IC or Reiksguard) and two combat-kitted characters.  That unit is already pushing 6-700 points.  Now you want to throw a 200 point model in there that doesn't add to the combat potential of the unit?  You might as well paint a huge target on that unit, because it is going to get plastered.

If my opponent has flyers or war machines, I put my Wizard in a small unit of knights.  The opponent can either focus on my big IC unit or the small unit of knights.  If the opponent doesn't have flyers or war machines, I run my wizard solo behind the lines.  Once you eliminate shooting and flyers, there's not much that can reach or catch him.

If I'm feeling especially sneaky, I run my wizard behind my opponent's line.  There's usually plenty of room to maneuver and get in range for buffs.


--- Quote from: sammay23 on March 04, 2013, 01:09:28 AM ---Pistoliers – Highlights: move and fire, fast cav

Meh. Why take these, when you can have pods of armor clad knights hitting the things they would shoot at? I don’t see the value. I really don’t.
--- End quote ---
Why take pistoliers?  Because they're fast cav!  They can deploy wherever you want, then get a free 12" move before the game starts.  That means they go even more where you want them.  They're excellent redirecting units, can move after fleeing a charge, and, most importantly, get unlimited free reforms.

That means they can reform 1-wide, squeeze through a narrow gap, and reform 5-wide.  Use them to move in front of an enemy unit and position themselves at the proper angle to prevent overruns.  Reform 1-wide and you've instantly got a 250mm frontage (wider than a horde) to speedbump your opponents entire army.


--- Quote from: sammay23 on March 04, 2013, 01:09:28 AM ---Archlector

No strong opinions about this choice. Anyone?
--- End quote ---
You need a warrior priest and a general.  Why not both?

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