Kings of War/Tactics/Halflings

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A faction of the plump country English midgets, along with their neighbours, the Forest Trolls. The Halfling list represents those Halfling communities that are independent and not subjects of the League of Rhordia.

Why Play Halflings?[edit | edit source]

Because you wanna be different from all those stereotype factions. Because you like to play with a bit of luck, a bit of strategy, and bit of hope. Halflings play around several rules that make them unusual for the game, not quite a horde-like army as the Ratkin or Goblins, but not some generic all-rounder like Kingdoms of Men.

Army Special Rules[edit | edit source]

Relentless: Once per battle, when attacking an enemy unit in melee that has at least 1 damage, you can reroll upto three dice. This emphasizes a sort of combined-arms approach; have all your shooting chip a unit, send in a melee unit that pops this to up the damage to try and force a rout.

Not quite a universal rule, but the special rule "Spellward" is on a majority of this list, representing the luck of Halflings. This means that Lightning/Fireball spamming wizards are less of a threat, but also allied wizards are limited in their ability to buff the army. This is seemingly an experiment in making an army that doesn't follow the meta of wizards slinging Bane Chant everywhere. This also means the Sauceror is always the first hero taken whether you're playing Halflings, or allying them into another faction, as the army is designed around their buffs making up for their weaker units.

Keywords to note are Tinker and Ravenous, both of which trigger support buffs from two of their heroes. A few units have both which can be useful, and a few have neither which means they're not tied to sticking close to a hero carrying auras. Halfling players that ignore how these keywords work are going to find themselves underperforming and feeling like the faction is intentionally weak. But you're not one of them because you're on this page right now.

Heroes[edit | edit source]

Named Heroes[edit | edit source]

  • Aeron Cadwallader: An upgraded Muster Captain on foot, for +30 pts you swap to Very Inspiring, +1/+1 Nerve, and Aura (Nimble - Infantry only). His value is base on how much you want Nimble on your infantry for that free 90 degree pivot. Ravenous.
  • Greedyguts: Nasty piece of work here, CS(1), Mighty, Dread, Wild Charge (D3), Lifeleech (3), and Individual. Sort of a berserker-like character with his 8 attacks at 3+, 4+ defence, and no wavering value. Has Ravenous too so we could be looking at a 14"-16" threat on his charges with Sauceror support. Note that he lacks Spellward so you could ally in some wizard to bump him to CS(2) etc. Ravenous.
  • Ally McSween: An assassin hero with Duelist, Inspiring (Self), Scout, Stealthy, CS(1), Spellward, and Individual. She has a 12" Piercing (1) 4+ range attack, but considering her speed is 6" and her next special rule is potent, you probably won't use this much unless you really wanna hit something 13" away on a 5+. Her very special Master Thief rule allows her to use what ever artefact an enemy in combat has when attacking, the caveat is one-use only items can't be used. Oddly she lacks Pathfinder which is typical for these kinds of heroes. Ravenous.

Generic Heroes[edit | edit source]

  • Sauceror: The lynchpin of the Halfling list. Her condiment-based buffs help make up for the lack of support from magic. Even when allying Halflings into another faction, take a Sauceror as halflings are intentionally inefficient without her support. She gets either Rally, or auras for Wild Charge, Lifeleech, or Brutal. Multiples of the same aura do not stack, but a ravenous unit can be affected by all three at the same time. Ravenous.
  • Sergeant: Basic 55pt Inspiring hero, can be upgraded for 25pts to get [1] Aura (Elite (Melee) - Infantry only), to help out Stalwarts and Braves. Has CS(1), Nimble, can buy a bow, and either a mount or Scout. Ravenous.
  • Engineer: Arguably the second most important hero in the Halfling army, depending on how many Tinker units you have. Has Inspiring and only 1 melee attack but 4 decent shots with his 18" Piercing (1) carbine. Can swap the carbine for a 24" Piercing (2) long rifle with 3 shots. Upgrades include Radiance of Life(Tinker only), Aura (Wild Charge (+1), Tinker only), and giving one Core unit in the army the Tinker keyword and Iron Resolve rule. Fairly obvious you wanna stick one of these in your list if you're looking at the Tinker units. Only catch is he lacks Ravenous which means no Rally boost from a Sauceror. Tinker.

Infantry[edit | edit source]

Monstrous Infantry[edit | edit source]

Swarms[edit | edit source]

Cavalry[edit | edit source]

Monstrous Cavalry[edit | edit source]

Chariots[edit | edit source]

Monsters[edit | edit source]

  • Harvester: A piece of farming equipment repurposed as a slow chariot/mantlet. Has 4+ Defence, but also Big Shield so attacks from the front are hitting Def 6+, this little thing has CS(1) and Thunderous Charge (1), Brutal, and 8+D6 attacks. Only Troll unit in the army to lack Regen thoug. Ravenous AND Tinker.

Titans[edit | edit source]

Warmachines[edit | edit source]

Formations[edit | edit source]

Tactics[edit | edit source]