Kings of War/Tactics/Elves: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
Line 44: Line 44:
*'''Palace Guard:''' Your more generic elite infantry unit. They hit in melee on a 3+, a point better then Kindred Tallspears, and have a point better nerve. Comes standard with Crushing Strength (1) for the extra 'umph. They cannot be taken in a horde, unfortunately, but are otherwise better then Kindred Tallspears in more every way.
*'''Palace Guard:''' Your more generic elite infantry unit. They hit in melee on a 3+, a point better then Kindred Tallspears, and have a point better nerve. Comes standard with Crushing Strength (1) for the extra 'umph. They cannot be taken in a horde, unfortunately, but are otherwise better then Kindred Tallspears in more every way.


*'''Therennian Sea Guard:''' A jack of all trades unit. They hit on a 4+ in melee, but also come with bows and the Phalanx special rule. Their nerve is also higher then usual, but unfortunately they are more expensive then any other infantry unit in the army. <strike>They also cannot be taken in a horde, meaning you'd be using them in another slot.</strike> Not terrible as they have some versatility, although only hitting on a 5+ at range is not terribly reliable. Giving them a Brew of Keen-Eyeness is usually a good idea tho it will make for a very expensive unit if take in anything less than a Horde.
*'''Therennian Sea Guard:''' A jack of all trades unit. They hit on a 4+ in melee, but also come with bows and the Phalanx special rule. Their nerve is also higher then usual, but unfortunately they are more expensive then any other infantry unit in the army. <strike>They also cannot be taken in a horde, meaning you'd be using them in another slot.</strike> Not terrible as they have some versatility, although only hitting on a 5+ at range is not terribly reliable. Giving them a Brew of Keen-Eyeness (+1 to Hit with Rabged Attacks) is usually a good idea tho it will make for a very expensive unit if taken in anything less than a Horde.


===Large Infantry===
===Large Infantry===

Revision as of 10:13, 9 November 2015

Why Play Elves

Why indeed?

Army Special Rules

  • Battle Hardened: All units have Elite unless otherwise noted, granting a re-roll to all to hit rolls of 1.
  • Elven Sabre-Toothed Pussycat: Units that take an elven sabre-toothed pussycat gain a 12" shooting attack that can be used once per game. This attack can be used against heroes, infantry, monsters, or war engines, which is a large swath of what you'll be facing. You get 5 dice with this attack that hit on a 4+ and wound like normal with Piercing (1). Any successful wounds then grant you the same number of dice to repeat this process until you fail to wound again.

Unit Analysis

Hero

  • Argus Rodinar:
  • Army Standard Bearer: Your basic Inspiring hero. Can take a horse. A good source of Inspiring as this one is even cheaper than a prince, although it cannot take a Sabre-Toothed Pussycat if you were hoping for one. Stick him behind your lines and get that re-roll.
  • Dragon Kindred Lord:
  • Drakon Rider Lord:
  • Elven King: An upgraded version of a prince. For double the points of a prince you gain Inspiring. You get the same options as prince, but given that you're paying double the cost for a small upgrade you're better served just getting a prince.
  • Elven Mage: The elven bare bones caster. Comes standard with Heal (3), but can buy any spell currently in the game. Fireball (10) is one of the better choices available. Can be mounted on a horse like most of your heroes. Can also take a Sabre-Toothed Pussycat, if the spells aren't enough bang for your buck. With the customization options with regards to spell choice, mages are a routine choice for the army.
  • Elven Prince: Your basic hero. A prince has Crushing Strength (1) and can be upgraded to take a Sabre-Toothed Pussycat and/or put on a horse. Not spectacular by any means, but cheap if you need a hero.
  • Forest Warden:
  • Master Hunter:
  • Noble War Chariot:
  • The Green Lady:
  • Tree Herder:

Infantry

  • Hunters of the Wild: An oddball infantry choice. They have Pathfinder and Vanguard, but lose the army special rule of Elite. They only hit on a 4+, but have 20 attacks in a 10 man squad. This makes them hard hitters, but for some reason their attack increase doesn't scale decently at larger sizes. Take them in 10 man squads and use them to pursue more elite enemy units.
  • Kindred Archers: Your bow unit. They hit on 4+ at range, but only on a 5+ in melee. They can be taken in a horde if you need to fill a slot and are a solid choice for that purpose.
  • Kindred Gladestalkers: The elite version of archers. At a slight point increase you gain Pathfinder and Vanguard. Solid ranged choice, although they cannot be taken in a horde.
  • Kindred Tallspears: Your elf spear unit. Has Phalanx, as one might expect, but nothing else outside your army rules. They hit in melee on a 4+, which is slightly worse then Palace Guard. They are negligibly cheaper as well, but so little so that they don't really make the cut for utility while if you need a horde unit you're probably better served by Kindred Archers.
  • Palace Guard: Your more generic elite infantry unit. They hit in melee on a 3+, a point better then Kindred Tallspears, and have a point better nerve. Comes standard with Crushing Strength (1) for the extra 'umph. They cannot be taken in a horde, unfortunately, but are otherwise better then Kindred Tallspears in more every way.
  • Therennian Sea Guard: A jack of all trades unit. They hit on a 4+ in melee, but also come with bows and the Phalanx special rule. Their nerve is also higher then usual, but unfortunately they are more expensive then any other infantry unit in the army. They also cannot be taken in a horde, meaning you'd be using them in another slot. Not terrible as they have some versatility, although only hitting on a 5+ at range is not terribly reliable. Giving them a Brew of Keen-Eyeness (+1 to Hit with Rabged Attacks) is usually a good idea tho it will make for a very expensive unit if taken in anything less than a Horde.

Large Infantry

  • Forest Shamblers: Big treeman. These are not Elite, but they do have Crushing Strength (1), Pathfinder, Shambling, and Vanguard. Their Vanguard move is 12" and couples with Pathfinder, making them quite mobile for large infantry.

Cavalry

  • Silverbreeze Cavalry:
  • Stormwind Cavalry:

Large Cavalry

  • Drakon Riders:
  • War Chariots:

Monsters

  • Dragon Breath:

War Engines

  • Bolt Thrower: Your only war engine. This one has Blast (D3) with Piercing (2) and the standard reload rules. Not spectacular by any means, but it is your only available option on this front. Both gladestalkers and archers can fill a similar role if you deploy them right, although this is cheaper and easier to reliably use.

Tactics

Tactica here.