Kings of War/Tactics/Kingdoms of Men

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Revision as of 17:10, 11 August 2015 by 1d4chan>Saithor
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Why Play Kingdoms of Men

Why indeed?

Army Special Rules

  • Rallying Cry: All units in the army with Inspiring have Very Inspiring instead. This includes if a unit gains Inspiring from another source, such as Magical Artefacts.

Unit Analysis

Hero

  • Army Standard Bearer: A cheap source of Very Inspiring for your army, you get this guy just for the 9" re-roll rout bubble, as his stats are complete garbage for anything else.
  • General:
  • General on Winged Beast:
  • Hero: Never take this guy on foot. On a horse at the minimum, preferrably an Eagle. Use him to hunt Warmachines, support characters, and sniper unit, as 3 attacks at 3+ with Crushing Strength 1 will put some hurt on them. Flank and rear charges with this guy will also help break combats.
  • The Captain: At 50 points more than a lord, The Captain has one less point of nerve and loses the ability to take a pegasus. However, you do gain the unqiue Master Tactician rule, which lets you redeploy D3 of your units after both deployment but before vanguard moves. However, it's a little to random to rely on for your battle plan.
  • Wizard:

Infantry

  • Arquebusiers:
  • Berserkers:
  • Bowmen:
  • Crossbowmen:
  • Foot Guard:
  • Heavy Pike Block:
  • Militia Mob:
  • Pike Block:
  • Pole-Arms Block:
  • Shield Wall:
  • Spear Phalanx:

Large Infantry

None.

Cavalry

  • Knights:
  • Mounted Scouts:
  • Mounted Sergeants:

Large Cavalry

  • Charioteers:

Monsters

  • Beast of War:

War Engines

  • Ballista: The cheapest of the human war engines, the Ballista benefeits from a low cost for what it does, having Blast (D3+2) and Piercing 3 means that if it hits it's going to at least inflict a few wounds on it's target. Like all Kingdom of Men ranged units it only has a 5+ to-hit.
  • Cannon: This is a decent unit, with the regular human 5+ to hit with a Piercing (4), Blast (D6+1) attack. However, it suffers in comparison to the Siege Artillery unit, which for 5 pts more gains Indirect Fire and Blast (D6+2). The Cannon is going to be mroe useful in taking on heavily armored infantry and monsters, while Siege Artillery is going to be the better pick versus most other units. The Piercing (4) only really helps agaisnt 6+ save units, since any roll of 1 to-wound is an automatic failure.
  • Siege Artillery: The best of the Kindom of Man Warmachines for most targets, it can get more hits on average than both the Ballista and the Cannon, while inflicting wound at the same chance as the ballista and slightly less than the cannon. Bring these instead of Cannons unless you know your going to be going up agaisnt Dwarves or a similiarly heavily armored faction.

Tactics

Tactica here.