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Author Topic: The Swan-of-War Shuffle, or How I Learned to Stop Worrying and Change Formation  (Read 20936 times)

Offline Swan-of-War

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The Swan-of-War Shuffle, or How I Learned to Stop Worrying and Change Formation
 
Let me predicate that this is simply an attempt to increase the value of core Empire infantry and a tactic that I've found useful in my recent games.  Since it involves an application of the Change Formation rule that challenges some player's understanding of the rule, it is best that you discuss your intentions with your opponent beforehand to avoid any confusion and misunderstanding.
 
The Swan-of-War Shuffle is a defensive tactic that allows an Empire general to reshape his infantry battle line using the Change Formation maneuver.  It involves a parent unit, a missile-detachment and a melee-detachment; all deployed 15 models wide. 
 
For the first few turns, the parent unit holds steady while a missile-detachment rains fire on enemy units, pressuring them into a charge.  Once an opposing charge in imminent, all three units Change Formation into traditional 5-wide blocks: the parent unit set to take the charge, the melee-detachment poised to countercharge and missile-detachment whisked out of harm’s way.
 
The Units

The basic Swan-of-War Shuffle involves a 30-strong parent unit and one to two 15-strong detachments - at least one being a missile detachment.  All units are deployed one behind the other with a 1" gap in-between. 
 
First, the missile-detachment is deployed in a single rank, 15 models wide.  Behind them is the parent unit, also deployed 15 models wide but two ranks deep.  Finally, the melee-detachment is deployed immediately behind the parent unit -  also in a single rank, 15 models wide.  All three units should line up vertically as it is important when they begin changing formation.

Due to the distances moved, this works for models on 20mm bases and with Move 4.  Larger-based models (e.g. 25 mm) could possible use a version of this tactic as well - two units deployed 10 wide or perhaps if they have a higher Move than 4. 


Here, a unit of enemy Greatswords has marched to within 5", having just suffered 3 turns of Crossbow fire.  Now is the time to Change Formation.

Changing Formation
 
The Change Formation maneuver allows a unit of troops to change its formation by adding or removing models from the front rank.  By surrendering half of its move, the unit can add/deduct five models to/from its front rank, or it may add/deduct up to ten models by surrendering all of its other movement for that phase. 
 
Unlike the other maneuvers, Change Formation does not require the unit to reform around its central point*.  This is very important – they can rank up behind any five models in their front rank.  By deploying models in a 15-wide line (approx. 12” wide), the player can choose to “shuffle” that unit to anywhere along that 12” line, reforming behind the leftmost five, the center five, the rightmost five or any combination in between.  This allows them to scoot missile-detachments out of the way of oncoming chargers and prepare the main block and melee-detachments to receive the charge.



As you can see, it is very important to begin Shuffling from the back unit and working your way forward.  This allows space for the troops to move, units to form and sticklers can't ding you for trying to move through your own units.  Also, since the units will end up flush, movement trays shouldn't be used at this time.  It takes awhile to move all the models by hand - something to consider when under the time constraints of a tourney.

If, in their turn, your opponent chooses to charge the main block, simply Stand and Hold with the Swordsmen, Countercharge with the Free Company and give Supporting Fire with the Crossbows.  Should your opponent choose to charge the Crossbows instead, flee.   This will position the enemy unit to be charged in your next turn by the Swordsmen and flanked by the Free Company's supporting charge.  The measuring tape shows that they are both well within range.

Forming the 30-Wide Unit

A big point on contention is forming the 30-wide unit: namely, no model moving more than 8".  Some extremely bright people have proven it can be done with Euclidean geometry, but the following pictures show how I do it.  I've divided up my unit into groups of five, using different models for each group to show where they end up.  I'll keep these pictures large so you can track them.



The outer two models, the white-primer Standard Bearer and bare plastic Swordsman, have to move the farthest.  By my measuring tape, they're both moving 8" to their new positions.  Someone has pointed out that Pythagorean's theorum shows this distance as 8.029".  This does mean that your model is moving 1/50th of an inch over its double move.  Whether that is significant (or visible) or not should be discussed with your opponent beforehand.



This last image shows the final placement of all 30 models: 5 x 6 wide.



Where to Deploy?
 
At least 6.5" is needed to change formation.  This means the first missile-detachment should be deployed anywhere from 7" - 11" in from the board edge.  If you expect to face foot-slogging infantry units, I would deploy closer to the 7" line.  This will put 29" between the unit and enemies, granting at least three turns of shooting before having to reform.
 
Deploying 15-wide is important to this strategy for many reasons:
 - Since no model may move more that twice it's Move value (in this case, 8”), 15-wide allows units to change formation as needed without breaking this rule.
 - The units reform into 5-wide blocks, which allows them to move out of each other’s way and react to oncoming chargers as needed.
 - Units are able to “sideways step” four times further than using the Turn maneuver.
 - The player is able to fire fifteen missile shots from his main battle line from turn one.
 - It looks cool (this is paramount).
 
Which Troops to Use?
 
In general, Crossbowmen are the best choice for the missile detachment.  Their superior range allows everyone to deploy as far as 30" away from the enemy and still pose a threat.  Handgunners, with their shorter 24" range, must wait until the enemy advances before they can even shoot.  Archers may also be used - their skirmish formation provides better protection from incoming fire - but they also suffer from 24" range bows, not to mention Str 3.
 
For the parent unit, I recommend Swordsmen or Spearmen.  The Attack-in-Ranks rule allows Spearmen to throw back more attacks into the charging unit, but their lack of 4+ Save (Handweapon + Shield) and lower WS means they will lose more models than the Swordsmen.  My Mathhammer shows both units to net about the same, but your mileage may vary and it's really up to your personal taste.  Greatswords are another viable option but a general must weigh the additional cost and Special slot they occupy.
 
Free Company make up my countercharge unit – I like the ten attacks they can pump out on the countercharge.   But really any other State Troop besides Spearmen are good for this role.  Those looking for a chance to be fluffy can squeeze some Halberdiers in here and have them perform quite nicely.
 
Strengths / Weaknesses
 
Strengths -
 - Versatility in deployment.  The Shuffle is more forgiving against poor match-ups.  Generals have a 12" zone they can reposition their units within.
 - Utilizes core troops.
 - Missile units aren't regulated to two-ranks-on-a-hill; they can provide screening and firepower while not causing panic if they flee.
 - Novelty.  Opposing generals may hesitate before engaging for the first time, allowing more turns to fire at them or position hammer units.
 
Weaknesses -
 - Parent unit still suffers from typical Empire psychology, the detachments mitigate this somewhat by not causing Panic if they flee.
 - Template weapons have a greater chance of hitting all three units.
 - Requires 12" of free space to be effective: terrain in the deployment zone can cause issues.
 - Total unit cost is 400 pts, which can be expensive depending on the size of game.

Character Support
 
Obviously, the parent unit will have reduced line-of-sight when deployed this way.  Heroes that are attached for their Leadership boost (Generals, BSBs, Captains, etc) won't suffer much, but if you're like me and station your Battle Wizards in these blocks, you will want to rethink your Lores. 
 
For those generals willing to assume the risk, a Wizard can be deployed inside the missile-detachment in order to cast spells and then moved back to the safety of the parent unit as the enemy draws near.
 
While in the parent unit, line-of-sight will be blocked to most other units on the ground unless the Wizard is moved to the end.  However, he can still see elevated and Large units, which means not all his spells are hamstrung.  Heavens could be a good Lore here as the default spell can buff the missile-detachment, Celestial Wind can enhance its value as a screen, and both the lightning spells can target opposing units on hills.  A Brown Wizard with Beast Cowers would also do well as the spell does not require LoS and would hinder cavalry/monsters rushing your line.
 
Variants
 
I've thought about adding Flagellants to the mix, but have not yet had the chance to try them out.  By squeezing them between the missile-detachment and parent unit (e.g. Crossbows, Flagellants, Swordsmen), one could drop the melee-detachment.  The flagellants could change formation as needed to accept the charge and would likely survive until the next turn.  However, due to the swordsmen's placement in the front arc, another hammer unit (such as knights) would be needed to flank the enemy.
 
On a Grander Scale
 
A Swan-of-War unit costs 400 points and needs a 12" x 7" square to operate.  Two such units form a nice 2-foot chunk of infantry that can be mutually supportive.  Positioning a Helblaster between the two and a brace of vanilla knights (5 knights + musician, one on each flank) can pose a formidable battle line.
 
For those with truly brass yarbles, 2400 pts gets you six such units, which would stretch the entire width of the table and number 360 State Troops - beautiful enough to make even Chuck Norris cry!

 
*Diagrams 14.1 and 14.2 show a unit changing formation evenly(ish) from both sides.  Some player's take this as rote while, in truth, the diagrams illustrate a single scenario.  Also, the "filling from the center" rule is often mis-applied to the unit as a whole instead of just the back rank.  The general consensus, when combined with the FAQ ruling on using a manuever to move more than double a unit's movement value, is that this tactic is Legal, but Frowned Upon.  Again, be sure to discuss with your opponent beforehand.
 
« Last Edit: January 23, 2010, 01:26:35 PM by Swan-of-War »
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Offline Old Stonebeard

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... This tactic is smarter than I am!  :Ohmy:

Very well thought out!

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Offline Perambulator

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Interesting.. One point though - a detachment with a character in it cannot be considered a detachment so long as the character remains with it, so you would have to watch to make sure you remove the character in time.
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Offline Badwolf

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SoW, I salute you! This is really ingenious.

Have you tried it yourself yet? How did you get on against different races?

I imagine that guarding your flanks could be an issue but given enough points to spend on Flaggies or knights that could be taken care of.

Offline Davido

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Wow This is a great idea, I might have to give it a go

good work man
Yay my rocket battery finally killed something.What do you mean those are my halberdiers.

Offline rufus sparkfire

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You need to include diagrams for people with no patience (such as me).
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Offline Siberius

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Or people with no brain (such as me).
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Offline Swan-of-War

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Thanks for the replies guys - I was afraid that there was something blindingly obvious that I was missing.

I plan on taking come pictures to illustrate this weekend, it should clear things up quite a bit.

One other thing to note: always begin Changing Formation from the back detachment and then forward (ie Free Company, Swordsmen, then Crossbows).  This, of course, makes room for the forward units to change formation and prevents rules-lawyers from dinging you for trying to move through your own units.
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Offline Siberius

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I was afraid that there was something blindingly obvious that I was missing.

I get this every time I make a post on the forum. Sadly it's usually true too.  :|

Cool plan though, I'm tempted to try it. If nothing else, people are gonna be confused and confusion is often as good as anything else.
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Offline Huntsmen

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It's very inventive but I don't like the idea of a static line. A clever opponent will simply avoid it. Your also restricting your own line and handing the iniative over. Sure you have a element of suprise when you change back but it is still just a regular infantry block and will suffer in combat against the new units all the same.

I don't want to sound negative because it's a really good idea, I'm clearly stating that it would work better against some opponents than others and does require a different playing mentality.
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Offline vesrian

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I'm going to try this, if only for the 'WTF?' reaction from my opponent.


While I haven't had much time to think about it, here are a couple thoughts that come to mind:

I like this because it messes with the distance between you and the enemy. If he's expecting this, he may have to move closer than he wants to the turn before his charge. If he isn't expecting it, the reform could put an enemy out of charge range of both the main unit and the shooting detachment. However...

It seems that if the enemy unit is positioned roughly in the center of your 12" width, he'll end up with the missile detachment as the closest unit and charge them, possibly overrunning into your main block.

If I'm picturing this right, when you start with all units aligned vertically, after you reform its likely that you won't be able to counter charge to the flank with your combat detachment. EDIT: actually you probably can if you just wheel around instead of moving forward.

Is it the case that the main block can only form in the center? It seems that trying to form the main block on the flank is going to require models to either move through other models, or exceed their 8" move. EDIT: Just realized you aren't limited to twice your move when changing formation. (I knew I should have thought more about the idea before posting)
« Last Edit: January 09, 2010, 04:38:20 AM by vesrian »
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Offline Davido

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vesrian wouldn't the missile detachment just flee and open the enemy charges up to a flank charge by the parent unit
Yay my rocket battery finally killed something.What do you mean those are my halberdiers.

Offline vesrian

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Sure they can flee, but if the chargers overrun into the main block while pursuing, they just declare a charge against them instead. So your main block gets charged anyway plus you have a fleeing (or dead, if you're really unlucky) detachment that doesn't get to stand and shoot.

It could be that the picture I have in my head is wrong and that can't actually happen, but I think the main unit and the detachment are literally touching each other which ought to make it fairly easy to legitimately hit the main block if the detachment flees.
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Offline Sir Lukas von Markov

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THAT is a really cool tactic, I like it very much, though I do see vesrian's point about the missile unit still being closest to the enemy... How would you get it further away?? My guess is that you would have to move it pre-empitvley off to the side, reforming all units when the enemy was still one turn away,  then getting ready to recieve the charge ie. moving free company up an the missile unit back... still AWESOME tactic, especially for the WTF factor of the opponent when you deploy that :biggriin:

Hey why wouldnt you only form the misslie unit into two ranks, one of 10 then one of 5, so then you still have half movement left to reposition back and to the side?? Or would it clash with the parent unit ??
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Offline Aldaris

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If he goes for the missile detachment, he should in all likelyhood fail the charge if they flee (the missile detachment is to the side after the reform, so redirecting into the parent unit is not likely to happen). It would then likely leave the attacker open to be flanked by the parent unit.
I haven't set this scenario up on the table, but it sounds workable. Good thinking there Swan-of-War!

Offline Mathi Alfblut

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Now, I must say I like the idea of the Swan-of-War
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Offline Shadowwolf

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Hmm, sneaky but pretty one-shot I believe. Kudos for figuring this out! I gotta try this if I manage before I go overseas.

But I fear the dynamics of the SoW can be easily overcome by more maneuverable armies. Against Empire, undead, orcs and such it may prove both useful and game-deciding, but all it takes is a cavalry unit, or a flying hero, or a tomb scorpion or similar to the flank and you'll break formation if I can kill 3 guys. Even worse, If I can tie up the rear detachment, the others are trapped! Imagine a unit of Harpies tying up the Free company at the rear, disallowing the formation change, while the Cold one knights linebreaker unit moves into charge range... If you don't kille them off, you'll be overrun.

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Offline queek

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The diagrams for Changing Formation do not support the theory that you can ignore the center of the unit.  The wording also indicates that ranks are filled "center out."

This stunt is a rules argument waiting to happen, and one that you will lose more often than not. 

Offline Zygmund

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A very nice idea, SoW!

This is genial especially fluff-wise and scale-wise. Makes the battle line look and feel like one.  :-)

But I'm afraid that in strictly rule-oriented gaming, what queek wrote above is true. At least I've always interpreted Changing Formation as "center out".

Edit: I just realised you can partially avoid this problem by placing several "SoW blocks" so that the 2nd (parent unit) line is 4" to the side compared to the 1st (shooter detachment) unit; and the back line (close combat detachment) would be 4" to the side from the parent unit. A "center out" reform would produce just the sort of line this tactic was planned for.  :-)

Thanks for sharing.

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« Last Edit: January 09, 2010, 02:47:02 PM by Zygmund »
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Offline Swan-of-War

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Original post updated with pictures and clarifications.  Keep it coming everyone!

@Queek.  Your point is valid and probably how most people view the rule.   The diagrams do indeed show a change in formation behind  five central models.  I'll respectfully disagree, however, that this is the only way.  'Filling from the center out' is in reference to the rear rank only, meaning that if there is only one model in the rear rank, he goes smack dab in the middle and not to one side. 

By taking an objective and fresh look at the Change Formation rules, one can see that it's not limited to a central point in the unit.  Reform is the only manuever that explicitly states a center point needs to be maintained.

For those reaching for their rulebook, Filling from the Center is explained on page 6 of the small rulebook under the Ranks & Files heading.
« Last Edit: January 09, 2010, 04:45:44 PM by Swan-of-War »
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Offline Midaski

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Nice idea, and ignoring the 'centre out' debate I have noticed two things.

1. The three lines can reform depending on where the enemy is in relation to the line.
Your diagrams show the enemy advancing to the right of your line.
Subject to your theory of how the rules work, you have the choice to reform your missile detachment left or right, and similarly with the combat detachment.
You could in fact take the main unit to one side, and one of the detachments in the middle.

2. The mainproblem I can see is there will not be many battles when there is only one enemy unit advancing towards you.  :icon_wink:
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Offline Mathi Alfblut

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Well, just because it is a fresh look does not mean it is a correct interpretation. I like the idea about not having to always change formation via the center, BUT RAW is inconclusive here. Also, you will end up in nasty arguements about overstreching maximum movement etc.

I would be happy with not always moving around the center IF there was clear wording that you could increase and decrease ranks as long as you did not move any figure more than their max movement value and you did, the formation as a whole could not move anymore.
Also considering the wording that you can change 2 ranks for half your movement, it implies that GW estimated this to be the basic amount of movement needed to preform the operation, and that is only achieved if you stick to reforming around the centre.

In the drill manuals of old, there are certainly examples of deploying left or right, but mostly when we talk about armies as a whole, where the elements themselves are a unit with it´s own standard. Roman maniples could extend left or right, because they seems to have been lined up one centurii after another. Hence, they where really two maneuver elements, one behind the other and more similar too two Warhammer units deployed behind each other.

The drill of increasing or decreasing ranks also revolves around the men having done this and knowing where they end up depending on the different orders. It also depends on the different subunits of the unit.
If you had to rapidly change the facing of a unit, one way was to reform around the standard, since that helped to guide the soldiers into finding their position visavi each other, regardless of the situation. Each man knew how he where supposed to stand in respect to the banner and who he would have around him.
Infact, to be able to preform rapid changes of formation, you need a unit that is trained to do it and that is subdivided in squads.

Take a roman "squad" or contenabrium as an example. There is no clear evidence that the men fought together within a centuria but much points towards it, since the centuria was composed of 80 men, that is 10 contenabriums.

Manuals also indicate a depth of formation that is dividable of multiplieable around the number of 8. For example, a marching order might be 16 man deep, giving the centuria or later centenarii a front of 5 men. That means that two contenabrium marched after each other.
If an enemy presented itself toward the front, and a line needed to be formed, a fast way to create a more massed formation would be to order the rearward contenabriums forward right or left, filling in the gaps and rapidly creating a dense rectangle. But you would most likely not want to bunch yourself up that much, so first orders would be to extend the ranks right or left for the first 5 contenabriums, opening up files for the rear contenabriums to file in between them. Now a more common 4 man deep formation was formed by ordering the four men in the rear half of the contenabriums forward, maybe by frist ordering another opening of the ranks left or right and then ordering the rear halves forward.

Now, each contenabriums would be arrayed in two columns of 4 men each, standing beside each other. If need be, you could create even a single line by this metod and still maintain the cohesion of the individual subunits and even combat pairs.

And this is how most drills extending or contracting ranks has been preformed throughout history. And if you want it to move fast and efficiently without causing confusion, you need to train it beforehand.
Hence why many barbarian armies, whose major component where only parttime warriors or just mobilized peasants, where unable to answer to swiftly changing battlefield conditions. They could preform a prearranged ploy, but if the trick did not work, they would be pressed to redeploy fast enough. To make rapid changes in a larger unit you NEED cohesive subunits preferably no larger than 20, but history shows that most armies settle around 8-12 for these smallest maneuver elements.

And for semitrained units, the only way to reform was to form around the banner and if they needed to take up a totally new formation, they would need many leaders who basically ran around and arrayed the warriors. A trained unit would simply assemble along the lines of their subunits and their normal deployment visavi the banner, even after having taking casualities, and would improvise from there to even out ranks and such.
And it was still way faster.

So regardless of metod, all warriors will follow their mates and if you want to have any sense of order, you need this, or you need some leaders that work double time ensuring they get the right formation.
Hence barbarian and also semitrained troops depends more heavily on their leaders to function properly. Loose too many and they may disintegrate and in the cases where they still maintain a fighting spirit, they will usually not be able to do much more than a stand and die fight.

Sorry for the historical outlay, but regardless of how sweet it would look with being able to reform right or left at a whim, it is infact not well supported by any sources and it depends in many assumptions as to what level of organisation a warhammer unit has, what scale it has etc...
The best way to have an open scale is that it is assumed that a unit is a cohesive unit with a structure built around its command, and that all else inside is subdivision.

If you look at it this way, a free reform is what for example a semitrained or normal barbarian unit could preform, the leader cries "Follow the standard!" and move himself with his staff to show the unit the new direction. This still means each man must have a sense of where he is supposed to stand. And this takes up the whole move.

Increasing or decreasing ranks, wheeling and such is a more structured answer to the problem of changing formation, YET here to the result will be that the standard end up in the middle, and this is essential so orders can be issued with it as a direction, for example " Close ranks towards the standard!" Which means soldiers will step inwards left or right depending on their position visavi the standard, and this will keep the units place in the formation unchanged.
Now if you where to order close ranks towards the left or the right, it means the center will shift somewhat but it will alway remain in the center of the formation and overall the unit will not shift it´s place too much.

The problem extending a formation only left or right is that it hinges on the entire army doing the same, or it you will get a major f-k up. Also. And it means part of the unit must move much more than the other.
Say we order an opening of the ranks to the left only in a larger formation. The righthand men need not move at all, but the lefthand ones must move alot before the gaps are uniform. It is NOT impossible, but the larger the units the more difficult and time consuming it becomes. Within an 80 man century, it is doable, as long as the centuries left or right does the same. Hence, it will depend on many subunits doing this according to a standard system or a prearranged plan.

Now, if you admit for prearranged plans, you can do a lot, but in a more sudden encounter, there will be no time for making nifty plans with maneuveres. Units will have to work around a standard system to avoid getting in each others way.
And if I was the overall commander who wanted to rapidly estimate how my line would look after certain orders, reforming from the center and around the standards would be the easiest and simplest thing to do.
And that was how it was most often played, since orders during a battle works best if they are clear and simple and not intricate and nifty.

Damn... what an incredible rant.

Anyway, I guess I better make some short version. Hmm... Well, history shows that a unit that is alone can extend right or left, but the normal for a company sized unit operating within a larger force IS to extend and contract around the center and the standard, cause it´s the most straightforward and easiest thing to do.
In modern drill you usually go left or right, but you never maneuver modern military formation on a large battlefield with units formed up in lines and in depth and the units are not so large that it causes a great hazzle for the left hand man to move far enough.

A note from my own expirience:
When I was part of the Guard of the Royal castles, we trained specifically for this event. And the drill was different. Among other things, we contracted and reformed around the centre. And the drill for the Guard of the castle is old school drill.

Anyway, when in doubt, a unit preforming an extending or contracting of the line will follow a preset procedure unless something special have been planned beforehand. And this mean that you either will follow one of three routes:
Around the center, left OR right. But not whatever you fancy on the moment. That might work with a VERY trained unit, and in open terrain, but as soon as you must take other units into account to your right and left, there has to be one standard way, center, right or left and gaps in the line must be adapted to take this into account.

So if you want to extend to the left, for example, the whole army must consequently always extend and contract in the same manner. So if you say you both extend and contract towards the left, imagine what happens of you constantly do this for a while. And if you suddenly see it as profibale to do the reverse, forget it!
Not only might it cause confusion in the din of battle for your own unit, but it will mess up for the rest of the army, unless everyone does the same! Only an overall commander can order this, and it will be difficult and nigh to impossible to co-ordinate such a move without modern communications.

Hence, why armies love standard procedures. When in doubt, follow the manual. It may sound like dumbifying, but when battle breaks out, people will only preform as they have been trained too. Hence why the armies of the world, especially the succesful ones, have all in the end ascribed to the same motto.
Kept It Simple Stupid!

GW have taken the desicion for us. The standard routine for warhammer armies is the reform around the centre, cause it is simple and makes sense.


Oh, and remember GW made it personal, not you!

Offline Gneisenau

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Offline Mathi Alfblut

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Now again, having studied your diagrams and assuming theoretically that a Warhammer unit sort of represents a company sized formation (80-200) men, I realize the changes are doable within the realm of historical movement of troops too. Still, you will have to consider the hazzle of several units reforming right or left according to your "God perspective" with no troubles with confussion, misunderstandings and so happening to stretch the credibility for this if we ain´t talking about telephatic, supertrainedelitishelvenhavingtrainedforamilleniapansies or undeads moving to the masters plan but for normal fellows as humans, it is less realistic. I can easily imagine an undead Khemri host dance like a drillcorp to the Tomb kings wishes.

Now, this is fantasy, but still, you got to have some connections.

If you look at it on a unit level, it is doable, if you premit that the normal spanners of war ain´t flying into your nifty plan. A well drilled team as an empire parent unit with detachments might be able to pull it of in real life, if we assume that orders comes through crisp and clear and are understood by all.

However, when considered on an army level, it becomes unrealistic that you as commander can rush back and forth and order your subunits around with the precision needed. Maybe not impossible, but unrealistic. Especially if your general is leading a unit for himself and therefore will have to send out orderlies, make signals and such.

It is to minimize the eventual hazzle that an army follow a standard routine when preforming maneuvers like this. Infact, it´s so advanced drillwise that would say that it would only be the realm of drilled armies like the Empire and the High elves, and in regards to the Empire only to state troops.

Now you say, this is about statetroops stupid!

Yes, BUT if we can start reforming right and left, then the others will too. And even if they don´t have the detachment rule, they will still have benefits form preforming this maneuvers.
Imagine some Night gobbo units starting to preform such a drill corp dance. Or the newly once more ranked unit beastmens. It do look rather fluffy for trained and standing formation to be able to preform these changes, but if the gobbos started doing it, or ungors?

Oh, and remember GW made it personal, not you!

Offline Mogsam

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The diagrams for Changing Formation do not support the theory that you can ignore the center of the unit.  The wording also indicates that ranks are filled "center out."

This stunt is a rules argument waiting to happen, and one that you will lose more often than not.

It is basically a legalish version of the NG conga line surely? Seems a bit silly.

Mogsam
Curse you and your ability to stay within the lines.