Kings of War/Tactics/League of Rhordia
Why Play League of Rhordia
Hobbits Halfings
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:
- Baron:
- Duke:
- Duke on Ancient Winged Aralez:
- Halfling Army Standard Bearer:
- Halfling Master Engineer:
- Halfling Sorcerer:
- Wizard:
Infantry
- City Militia: Weird unit. Bit of a glass hammer (In comparison to other Rhordians) with 4+ and Crushing strength. Most of the time though they're unlikely to get to the front line, as they're to weak in defence. A bit of a waste frankly.
- City Spear Militia:
- Crossbow Block: Basically muskets except cheaper and with less piercing. If your strapped for points or are facing Gobblins or similar then take these, otherwise stick with Muskets
- Dogs of War:
- Halfling Archers: Awful. Utterly Awful. 6+ Melee, 3+ Defence and 19/21 nerve in a horde. On the plus side, A horde has 20 attacks and is dirt cheap so you can bring lots of them. You won't hit with many of your dice, and you'll die fast, but when you're paying 150 points for a horde that doesn't much matter.
- Halfling Braves: Yay! Infantry. This is the best of the Halfling infantry and likely to be the block on which many armies are built. They're decently tough, and stealthy helps protect them from being shut down by a hail of Elven archers before they do any fighting, and they have better defence than most too. However, they're not too deadly once they reach the front line, and won't hold their ground for long, so you'll be taking them in hordes. Like all Halflings they are pretty cheap, but in this case do actually offer some value. They're also your best way to block anything that lacks crushing strength, as they don't cost too much and have the best defence of non-elite units.
- Halfling Scouts: Better than most Halflings, but still not great: stealthy is useful and grants a bit more survivability, and nimble and pathfinder would give some good manoeuvrability, but with speed 4 you're still not going anywhere fast and charges are nigh on useless, so it can't flank. Combined with the fact the it only comes in troops, and its high cost, you're spend a lot of points for not a whole lot of usefulness
- Halfling Spearlings: These guys have some good stuff going for them, they are like most spear units with Phalanx and extra attacks over other infantry, they're cheaper than most other options for spears, and they have Stealthy so that elf bow hordes and volley guns are less likely to ruin your day. However they suffer from having a Melee skill of 5+ and a Defense of 3+. Not only are they only going to hit with a third of their attacks, but they are going to die fast, and even faster to anything with Vicous, Crushing Strength, or Piercing. That said, they are very cheap, so if you want to grab save some points vs. City Spear Militia these guys are the place to go.
- House Guard:
- Musket Block: MUSKETS!!! ...Seriously, this is the most powerful of the ranged units in an army with no shortage of them. Excluding Halflings, which are awful, none come in hordes, so you're going to struggle for attacks, but unless your up against Goblins or Ratkin the extra 2 piercings are always worth their salt: as long as you keep them safe they are as deadly as even their Dwarven equivalents. The only real weakness on this is their defence: 3+ defence and 13/15 nerve means that if anything lays a finger on them then you'll be sending 135 points down the drain.
Large Infantry
None.
Cavalry
- Halfling Knights:
- Halfling Ranger Cavalry:
- Household Knights:
Large Cavalry
- Honor Guard:
Monsters
- Battle Shrine: This is an interesting beast. You take it for Lightning Bolt (5) and rallying 2. It's reasonably tough with a 5+ defense and a Routing nerve of 14, but you still will want to screen it for some cover against enemy artillery. Lightning bolt is useful for some sniping at small units, but with only a 4+ to-hit your not going to get a lot of hits. Also, it is a living legend, so you can't grab a bunch of these to boost your nerve over and over again. The biggest problem with this is it's cost. It costs the about same as a Horde of Halfling Spearlings.
- Iron Beast: The most expensive thing in the list short of a duke on an Ancient Winged Aralez, this monster has a lot of things to justify that points cost. Breath Weapon 8, Thunderous Charge 1 and Crushing Strength 2, d6+15 attacks a turn, a 6+ Defense, adn a nerve of 16/18, this thing is durable and also can put out a decent number of hits. It is also a very good distraction, as all of your opponents warmachines and units with Crushing Strength/Furous Charge is going to try and wipe this thing off of the table as soon as the game starts.
War Engines
- Howitzer: This is ygoing to be competing with the volley gun, and while it is cheaper, it suffers in quite a few aspects. First, it has only one shot to-hit. Blast means that the shot will cause more than one hit, but 2/3 of the time you are going to be missing, and unlike the volley gun you can't improve it's chances to-hit without Artifacts, so 2/3rds of the time this won't cause any hits at all, while the Volley Gun is usually going to cause at least one hit a turn. They both share Piercing 2, so thes chances to wound are going to be the same in both cases. Even assuming a hit, your going to be causing around the same number of hits as the Volley Gun, and the only advantage the Howitzer has is being cheaper and Lob It!, and it's probably worth the ten points to go for a Volley GUn instead.
- Volley Gun: The second Warmachine of the League of Rhodia, this thing is good at putting down wounds at it's cost. 24" range means that it will have to be deployed towards the front of your battle lines, possibly danger close to your opponents troops, so be aware. It has 15 shots, and while base 5+ to hit may not be stellar, putting it within 6" of an engineer will give it elite, so you can get a few extra hits that way. Piercing 2 means that this thing will rip and tear through most base infantry however, as anthing with a 4+ or worse defense is going to be wounded on 2's. A couple of these can pur out a lot of shots, but like most warmachiens they are fragile, and their short range means that you need to be very good with your positioning of them.
Tactics
Tactica here.