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===Infantry=== *'''Arquebusiers:''' Your first choice of ranged infantry in the Kingdoms of Men, and your most expensive, with a regiment of these being 4/3 of what a regiment of Bowmen cost. You do gain Piercing (2) on all of your ranged attacks, which is going to help you against anything that isn't at a 3+ Defense already. Reload means that you will want to position these so that they either start off with or can easily get into position to open up on your chosen targets. *'''Berserkers:''' These guys have high output, high moral and a 3+ melee skill however they die when looked at funny. I find a regiment of these guys are ideal for flank charges as they support your horde infantry and can give even larger units a run for their money. Crushing strength 1 also helps them put out that bit more damage. Ideally these guys need to held back behind units that can soak up damage so the Berserkers can get to the enemy unmolested. *'''Bowmen:''' Your second choice of ranged infantry, these are the cheapest choice you have for shooting attack. Unlike Arquebusiers and Crossbowmen, they can move and shoot, but they do not have any piercing so they are best off shooting at cheap skirmishers that lack good Defense, otherwise the few hits you do get won't be doing much. *'''Crossbowmen:''' Your third choice of ranged infantry, they are the middle ground between Bowmen and Arquebusiers, not being at good at wounding as Arquebusiers while being better than Bowmen, and being between both in points. They suffer from being middle of thr road, not being as cheap as Bowmen or as good as Arquebusiers, but if you are expecting to go against a mostly 3+ Defense army, these guys are alright. *'''Foot Guard:''' Much tougher than most Infantry in the Kingdom of Man (5+ defense) these guys come at a cost. Really they are just average joes in high Armour **'''Alternate Opinion:''' Hang on a second here. These guys are much better than average Joes in that they have a 3+ to hit. Doesn't sound all that great? Well they can downgrade their 5+ defense to a 4+ to give them Crushing Strength 1. If you want a good hitting unit that won't fall like a house of cards to a stiff breeze, try these guys. *'''Heavy Pike Block:''' These guys are expensive, and only have a 4+ Melee and 4+ Defense, but they make up for it with Elite, Phalanx, and Ensnare, as well as 15 attack regiments and 30 attack hordes. Ensnare and Phalanx combined with a 4+ Defense, and a 14/16 nerve for Regiments and 21/23 nerve for Hordes means they can take most regiment sized attacks without to bad of a chance of remaining Steady. 4+ Melee and Elite means that a horde of these guys will on average cause 17 hits in face-to-face charges, which will mean plenty of woods on most troops choices, and an average of 5 versus most heavy armored infantry. A horde of these guys with the Chant of Hate, Brew of Strength, or Brew of Sharpness is going to be very killy, but will also be very expensive as well. *'''Militia Mob:''' Probably the best chaff unit available to the Kingdoms of Men. They have a 5+ to hit, a 3+ Defense, lower Nerve value and a very low points cost. This means they won't go very far and will die pretty quickly doing very little damage to your opponent's troops. Nonetheless, they are the only unit in the KoM list available in legion size, and are excellent to provide cover for your most valuable units and for screening them from dangerous charges and getting the first charge on the opponent's troops. Unfortunalely they are an Irregular unit, so even if you buy a legion of these buddies they'll count towards the troops limit. *'''Pike Block:''' These guys are a straight upgrade from Spear Phalanxes, gaining Ensnare for the extra 15/25 pts you spend on them (Regiment/Horde respectively). They do only have a 3+ defense however, so it depends on whether or not you think those extra 15-25 are worth it. *'''Pole-Arms Block:''' These guys are killy but weak on the defense, although not to the extent of Beserkers. They are the offensive match to the Shield Wall, having one worse Defense but getting Crushing Strength 1 in return. There only hitting with half of their attacks, but against most equivalent units they're going to be wounding on 2's and 3's. They do not have extra attacks over most equivalent sized formations, but are very cheap, easy to fit several regiments or a couple of hordes into almost any lists. *'''Shield Wall:''' At the same cost as Pole-arms, these guys give up Crushing Blow for a 4+ Defense stat, which makes them harder to kill but less useful on the offense. Against most heavily armored units they're going to struggle to wound, but they are going to survive longer than other units, and much like Pole-arms they are very cheap for their cost. *'''Spear Phalanx:''' Shield Wall with a few extra attacks on the Regimental and Horde levels, and Phalanx in addition. If you know you are going to be going against cavalry, just take these guys and laugh at your opponent.
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