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=== Core Units === '''Simple, solid, cheap, and with mostly piss poor leadership, these are guys get shit done, as long as they don't run away. Also, have many good expendable units, so make sure at least half your army's core units are not expendable.''' *'''Levy Infantry''': Your legion of disposable peasants. It Starts Nacked at 2 ppm. You can put out a lot of chaff. Won't win many fights with WS2 and Ld 6, so avoid giving them gear that costs extra points unless you're going for a quantity+little quality instead of the average Imperial Infantry. They aren't expendable, so do keep a babysitter near so they don't cause a chain rout. **They exist to put a ton of bodies on the board for as little as possible. The addition of Spears is for dice buckets, and polearms are a cheap ap attack provider. *'''Imperial Infantry:''' Your legion of disposable trained peasants. The second cheapest as chips basic infantry with all average human stats, starting at 4 points a model base. They can take spears and halberds for a point each and pikes for 2, which is highly recommended, as this unit should be taken in big blocks to maximize the benefit from iron discipline. A unit with many ranks can scrape by in unfavorable match-ups due to the bonus from iron discipline, so you must take advantage of it. *'''Levy Bowmen:''' Your mass bows you take in blocks, 4 points each, but they only have BS2. They can replace bows for Crossbows or Repeater Crossbows or take javelins and become skirmishers depending on how you want to shoot. They can also buy a little armour and a shield, but at that price, you could've bought another levy infantryman. They are a cheap means of placing 10man bows and Crossbows. Repeater Crossbows should be avoided because you need good BS to make the most of the multishot. Javelins are also another cheap form of Piercing, and you get vanguarding chaff. *'''Imperial Bowmen''': Take the Infantrymen, slap bows on them, and there you get your chief shooters for 7 points. They survive longer than Levy in firefights, especially if you put Shields and Medium armour, but at a total 9 points, which gets discouraging. Stick to a shield if you're worried about archery fights. More average BS of 3 can replace bows with Handguns, crossbows, or Repeater Crossbows. They're a better candidate to hold Repeater Crossbows over Levys as there is a noticeable difference in hitting on 5+ rather than 6+ before modifiers. *'''Imperial Cavalry''': Your fast cavalry are about on tier with your basic Imperial infantry placed on a horse for 11ppm. Be your cheap Fast Flankers and skirmish shooters with options for javelins, bows, or Crossbows. *'''Dragon Lancers:''' Your entry-level '''"heavy"''' cav for 14ppm, they're no empire or Bretonnia knights, and they're certainly no chaos knights. They don't get that powerful Lance, but they still have intriguing options. Also, the only core choice with leadership 8. They start at 14 points but can get heavy armor, halberds, and some barding will get a 3+ save, bringing you to 20 points. You can give them bows for two points or a three-eyed gun for six if you want a bit of extra mobile ranged fire. The most impressive option is fire lances which are upgraded spears for a total of 4 points, which add on to your weapons for an extra devastating rush. Whether the extra two points a model is worth it for one handgun shot per combat is up to you, but it will make that first charge extra painful. **Spears come with mandatory shields and kill better on their charge, suitable for if you plan on winning the first round and save points on armor, Halberds is if you plan to fight longer at any time. Flails are an alternative to spears and Halberds as they provided a total of Strength 5 attacks for the first round of the fight phase, even when you got charged first. **Three-eyed Guns are repeater handguns for expensive fire on the move, making them like empire [[Outriders]] but with the option to have even more armour. *'''Steppe Nomads:''' upgrading your Imperial Cavalry with bows to be expendable nomads horse archers with BS4, which is nice. They can also be given spears and shields. To add to the fast, you can also re-roll Pursuit and Flee rolls. Decent upgrade to Imperial Cavalry for skirmish shooting and flank charging. *'''Hill Tribesmen:''' 3 points expendable infantry with ambush rule. They're slightly better at fighting than levies with WS&BS3 but can't take armour and lack the Iron Discipline rule. However expendable, they won't panic your other troops when they inevitably run given leadership 6. Dirt cheap. Throw them in someone's flank or warmachines. *'''Monkey Warriors:''' Anyone who's read Journey to the West knows why these guys are here. They are like [[Beastmen]] [[ungor]]s but the underappreciated best parts. They have Movement 5, two attacks, and initiative 4 with a 6++ dodge and being Expendable and Forest and Obstacle Strider. These guys are harassing skirmishers, and they can get blowpipes. Take these guys to whittle down tough units with poison darts and then flank a weakened unit in melee before they can strike back. As Expendables, they also aren't much concerned if they flee a fight.
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