Friday, March 28, 2008

TACTICS

Warhammer is a tactical game.

'Describing' tactics is very difficult, if we had models and a table I could show you (or anyone else) much easier. I have also 'taught' some people various tactics and (I believe) helped them improve as players. Unfortunately it’s 'too hard' to do it the internet.

Also specific tactics can change a lot depending on build/scenery/opponents.... I suppose a big part of it is being flexible in your approach.

Overall, if you want to outshoot the enemy you need to be able to 'fend' his attacks with your combat units to give you more time to shoot. If you want to “rip people up” up close and personal you need to be able to get rid of all the diverting units.

Generally you want to split the enemies attacks, to allow you to have your strength vs a small part of your enemies army, destroy it, and move on.

Below are a number of standard tactics that can be employed in a game of warhammer, often they should be combined in cunning ways to ensure the win.


The Fend
Many armies rely on their superior shooting to help them win games the fend can greatly assist in getting the most out of your firepower. It requires a somewhat balanced army to work, and if used correctly can mean an army with a moderate amount of shooting can shoot more stuff than a ‘gunline’ (ie just lots of guns).

The fend works by having your guns next to some combat units (Cavalry, chariots and monsters work best, but infantry can also be used).

The combat units quickly advance, whilst the guns start their work. General battle line will look like the image below.

The Yellow army has advanced in combat units while the ‘guns’ stay behind.

The red army needs to advance quickly to stop the shooting but if it moves “full speed” they will be in trouble from the combat units and therefore would usually advance cautiously staying out of charge range of the combat units.

The Yellow combat units then would ‘reverse’ and position themselves to still “fend” the red army, but stop themselves getting charged by overpowering forces.

Due to being delayed the yellow army then gets much more turns to shoot the enemy, and get the most out of ‘what they have’. This works better than a gunline as you have moderate shooting for (hopefully) the entire game, rather than a gunline where you have 2-3 turns of shooting before tour guns get charged by anything that survived the on-slaught.

1 comment:

Unknown said...

Great Description of a very useful tactic.
Look forward to more