Kings of War/Tactics/Basileans: Difference between revisions

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Tactica here.
Tactica here.


[[Category: Kings of War]]
[[Category:Kings of War/Tactics]]

Revision as of 01:06, 1 August 2015

Why Play Basileans

Basileans are an entire army of lawful good paladins, battle nuns, and angels. If that's your thing, these guys are for you. It also is the natural place for your unused Stormcast Eternals to find a home in Kings of War.

Army Special Rules

  • Blessed Be The Pious: All units, except those noted, have Iron Resolve, meaning they heal a wound every time they pass a nerve test while steady.

Unit Analysis

Hero

  • Abbess:
  • Abbess on Chariot:
  • Bearer of the Holy Icon: Your cheap source of inspiration. He's a basic, single attack hero with Inspiring. As simple and bare bones as you can get. He is dirt cheap though, so you can almost always fit one in if you need it. Good for keeping large groups of infantry in your bubble if you are building towards a large horde.
  • Dictator:
  • Gnaeus Sallustis:
  • High Paladin: A bigger version of the Bearer of the Holy Icon. He's got Crushing Strength (1), Headstrong, Heal (2), and Inspiring. He can also be put on a horse like the Bearer if you so desire to increase your speed and gain Thunderous Charge (1). The mix of Heal and Inspiring make him more versatile than a Bearer in a lot of ways, granted at more than twice the points cost. Problem is he is split between wanting to be in combat and wanting to be in a support role, kind of separating his focus in two different directions.
  • High Paladin on Dragon:
  • High Paladin on Griffin:
  • Julius:
  • Samacris, Mother of Phoenixes:
  • Ur-Elohi:
  • War-Wizard: Your basic wizard. Comes stock with Fireball (8), but can also buy Lightning Bolt (3) or Wind Blast (5). Inexpensive for a source of magic if you so desire. Same risks and rewards apply to him as to any magic user.

Infantry

  • Crossbowmen:
  • Men-at-Arms: These come in two varieties; sword and shield or spear and shield. Their stat lines are the same, but the latter gains you Phalanx. Taking them with sword and shield is the cheapest unit in the army, although in a lot of ways they're not as good for their points as Sisterhood Infantry.
  • Paladin Foot Guard: Your more elite infantry. They hit on a 3+ and have a defence of 5+, a point better each from Men-at-Arms. They can also switch out their shields for two-handed weapons to gain Crushing Strength (1) at a cost of 1 defence. They also have Headstrong, like much of the army, giving you a 50-50 chance of shaking off wavering results. Their price is a little high however, making other choices potentially more ideal in your infantry slots.
  • Penitents Mob:
  • Sisterhood Infantry: Crazy battle nuns. They come with Crushing Strength (1), Headstrong, and Vicious. Cheaper then your spear and shield Men-at-Arms with the same number of attacks, although slightly more squishy as well, their special rules make them good on offense and weak on defense.

Large Infantry

  • Elohi: Avenging angels to inspire your troops. Expensive for large infantry, they come with a bunch of special rules; Crushing Strength (1), Fly, Inspiring, and Thunderous Charge (1). Can be used for supporting other units in both offense and for their Inspiring bubble. They move quickly too with a speed of 10 for getting where you need them.

Cavalry

  • Paladin Knights: Horse cavalry for your paladins. They come with Headstrong and Thunderous Charge (2). They hit on a 3+ with the same number of attacks as Sisterhood Panther Lancers, but at a noticeable points cost increase. They do hit harder and survive longer though, making a good increase in value for the points difference, if though slightly less maneuverable. Somewhat of a toss up depending on what exactly you want your cavalry to do for your army.
  • Sisterhood Panther Lancers: Kitty cavalry for your battle nuns. These have Nimble, Thunderous Charge (1), and Vicious. The extra pivot is nice and they're cheaper than their paladin brethren, but their damage output isn't as good. The sisters hit on a 4+ with a re-roll on 1s, vice the paladins hitting on a 3+, but paladins get a better +2 to damage rolls instead of the sister's +1. Defence is a lot worse, at 3+ against 5+ on the paladins, but again they are more maneuverable and cheaper.

Large Cavalry

  • Sisterhood Panter Chariot: Chariots hauled by panthers? Your big nun unit, they lose Headstrong, but keep Vicious and increase to Thunderous Charge (2). They put out a lot of attacks with a speed between the Paladin Knights and Sisterhood Panther Lancers. Good at putting up a lot of damage, although they cost a lot of points.

Monsters

  • Dragon of Heaven:
  • Phoenix:

War Engines

  • Heavy Arbalest: Your war engine choice. This one has Blast (D3+2), Piercing (3), and Reload! Pretty standard compliment for a cheap war engine and not a bad choice for your army considering the range on it. It lacks Indirect Fire, so don't think you're going to be making the same kind of shots as Dwarfs of either variety, but still a solid choice.

Tactics

Tactica here.