Ceradin Posted February 23, 2006 Share Posted February 23, 2006 Is it generaly a good idea to have a troop be made up of the same type of soldiers? For example have a troop of archers a troop of spearmen ect. Quote Link to comment Share on other sites More sharing options...
Lynxkitten Posted February 23, 2006 Share Posted February 23, 2006 Is it generaly a good idea to have a troop be made up of the same type of soldiers? For example have a troop of archers a troop of spearmen ect. Generally, I use troops with about 75% of one type and 25% of a second type. Examples: 1. 6 archers, sergeant and 2 warriors to engage enemies (archers rarely fight well in melee). 2. sergeant, 6 warriors, 3 guys with reach (to lend support) Some factions can use 'pure' melee groups, especially Overlords and Reven (both have very cost-efficient warriors with acceptable offense/defense). Reptus are prime candidates to mix in 'reach' specialists, since they have high defense to weather the storm and somewhat lacking MAV - easily solved with a few cluthlings. Another clear case of an efficient mix is the (Necropolis) Vampire Crimson Knights, who have trencher, with Wraith Harvesters (who have reach). On the subject of mixing regular warriors with breakers opinions differ a lot. Some people uphold the idea that about 1/3 breakers in a melee troup is brilliant, but I've found myself that they die too easily to defensive strikes, so unless I expect to have a lot of healing available (or a lot of toughness), I rarely use typical breakers. It's worth experimenting with, though. Caveat: the theory holds that you engage with 2 warriors so that the enemy cannot adjust facing to your third model, the breaker, who then attacks in the rear. Sadly, if your opponent survives he can do an 'attacker adjust' (does not require a discipline check for breaking contact either) andattack the breaker anyway. And even if he doesn't survive, he can often counter-charge. As a result, the theory is real good against fairly isolated models, but a little shaky for general use. Quote Link to comment Share on other sites More sharing options...
Ceradin Posted February 23, 2006 Author Share Posted February 23, 2006 Thanks that helped a bunch :) Quote Link to comment Share on other sites More sharing options...
Brushmaster Posted February 23, 2006 Share Posted February 23, 2006 Skeleton Breakers are excellent ! I use them when ever I play Necropolis and as for others , I usually include one or two in a troop , i.e; Unforgiven . For Crusaders I like a 2/1/1 ratio Knight/Ironspine/Unforgiven but Archers I generally put on their own with sometimes 2 cheap melee grunts . Quote Link to comment Share on other sites More sharing options...
Ranzadule Posted February 24, 2006 Share Posted February 24, 2006 With the change of Archers to Adepts, I almost always have a unit composed entirely of archers in order to get the most on the table. As far as other troops, I like to mix in some spearmen and/or breakers with normal melee guys and get some combinations working. Quote Link to comment Share on other sites More sharing options...
wildbill Posted February 24, 2006 Share Posted February 24, 2006 This is all just personal tactics here, but I have fielded armies where I took really small wing units. Like a sgt and 3 to 4 grunt types to run up the sides and either attempt to flank something, or maybe take on a big solo or those pesky archers. Then I have my tank units and solos moving up the middle. Of course, I have alternated starting positions before, but it's all relative. About the only unit I mix up is shieldmaidens and halberdiers. I've tried mixing warriors and breakers, but I wasn't a big fan. I normally take an all piercer unit as well. Wild Bill Quote Link to comment Share on other sites More sharing options...
Ranzadule Posted February 24, 2006 Share Posted February 24, 2006 I think breakers will beging to shine a bit more when all of the army books are out and there are more formations to break. When people play 1500 point+ games, it may become more common to have the need to open a hole and conversely to use formations ot hold areas closed and so on. Quote Link to comment Share on other sites More sharing options...
joshuaslater Posted March 23, 2006 Share Posted March 23, 2006 Jumpin' on this thread late! Why would anyone go for the synergy of Reach/Trencher etc. when the models move at differing speeds? I've thrown together a one trick pony army with my Darkspawn, almost all Broken Fodder. Even if I wanted to mix other grunts with them, they will far outdistance the others in the unit and not provide the bonuses that stack until later. My friend was wondering about mixing his Dwarf models with the same thinking. They move at different speeds, and that has to factor into the choices of unit compostition. Quote Link to comment Share on other sites More sharing options...
Slackandowski Posted March 23, 2006 Share Posted March 23, 2006 I like to keep a troop of all 1 type most of the time. Though tossing in some models with reach behind some grunts may be a good idea....problem with that though is if your opponent gets into melee and swarms your models with reach they may not be able to provide support. So I think the key is if you do something like that you have to time their attack right and their formation etc. etc. I for one prefer a SWARM attack where I try to get all my models in base to base... "Support? We don't need no stinkin' support!" Quote Link to comment Share on other sites More sharing options...
joshuaslater Posted March 23, 2006 Share Posted March 23, 2006 We park our cars in the same garage on those tactics. SWARM!!!! Quote Link to comment Share on other sites More sharing options...
wildbill Posted March 23, 2006 Share Posted March 23, 2006 Jumpin' on this thread late! Why would anyone go for the synergy of Reach/Trencher etc. when the models move at differing speeds? I've thrown together a one trick pony army with my Darkspawn, almost all Broken Fodder. Even if I wanted to mix other grunts with them, they will far outdistance the others in the unit and not provide the bonuses that stack until later. My friend was wondering about mixing his Dwarf models with the same thinking. They move at different speeds, and that has to factor into the choices of unit compostition. To start with, yes, the Halberdiers move faster than say the Shieldmaidens. However, that doesn't mean that they HAVE to move faster. I always choose to keep them behind. They only have a DV 8. If my opponent does swarm around my shieldmaiden/halberdier unit, it keeps my babes from getting attacked from behind! Their men protect them. Yes, I may lose the reach bonus, but that's ok. They would have done their job. In the last game I played, I managed to have a loose halberdier go support Fulmbar, who was in a different troop. Made a huge difference as he was already hurt once. Ultimately, it all comes down to two things: 1) your personal style of play; and 2) terrain. If the terrain is wide open, it may not make much sense to try and conga line your trencher/reach guys across the board. But, if there is lots of terrain that makes it REALLY difficult for your opponent to swarm you, then trencher/reach is invaluable! Wild Bill Quote Link to comment Share on other sites More sharing options...
joshuaslater Posted March 23, 2006 Share Posted March 23, 2006 Also your particular army. With a move of 7, Beast, Breaker, and a musician on an Isiri grunt or Pain Tender, I don't see my force of Broken Fodder gettin' swarmed before I swarm my opponent. With movement like that, I don't even waste points on missile troops! I see your point Bill, style and terrain will account for these choices too. Cheers. Quote Link to comment Share on other sites More sharing options...
Lynxkitten Posted March 23, 2006 Share Posted March 23, 2006 Also your particular army. With a move of 7, Beast, Breaker, and a musician on an Isiri grunt or Pain Tender, I don't see my force of Broken Fodder gettin' swarmed before I swarm my opponent. With movement like that, I don't even waste points on missile troops! I see your point Bill, style and terrain will account for these choices too. Cheers. *Wasting* points on Isiri archers? I think they are a great means of getting some early paintokens. Quote Link to comment Share on other sites More sharing options...
Lawgiver Posted March 25, 2006 Share Posted March 25, 2006 I prefer 2:1 warriors/breakers to reach models. You can generally put a reach model behind two models. I keep a sarge and a knight or 2 with my archers as a screen against enemy ranged attacks. most knights have a higher DV and deflect and can guard your archers if the cards fall right. They also give some hope of defending them from flankers/flyers/burrowers. Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted March 26, 2006 Share Posted March 26, 2006 This is all just personal tactics here, but I have fielded armies where I took really small wing units. Like a sgt and 3 to 4 grunt types to run up the sides and either attempt to flank something, or maybe take on a big solo or those pesky archers. Then I have my tank units and solos moving up the middle. Of course, I have alternated starting positions before, but it's all relative. About the only unit I mix up is shieldmaidens and halberdiers. I've tried mixing warriors and breakers, but I wasn't a big fan. I normally take an all piercer unit as well. Wild Bill Yes, but the main reason you can do that is the fact that the Dwarves have sargeants that only cost 34 points. Gargram is cheap enough (still with a MAV 4!!!!) that you dont suffer any major point hits to run a bunch of him out there. Make him 45-50 points and you probably wouldnt do that same tactic nearly as much. Quote Link to comment Share on other sites More sharing options...
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