Editing
Kings of War/Tactics/Kingdoms of Men
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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. If you have 5 points to spare consider purchasing the War Bow of Kaba to give him 1 shot a turn, you never know when he might route a unit. *'''General:''' Generic fighty hero unit. *'''General on Winged Beast:''' Before considering a General on Winged Beast, for 40 less points you can upgrade the basic General to have a Pegasuses. The winged beast as extra nerve, 2 extra attacks and 1 more point of crushing strength but this comes at a points bump. Really this model is a beefed up Pegasus Mounted General. *'''Hero:''' Never take this guy on foot. On a horse at the minimum, preferably a pegasus. Use him to hunt War machines, 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 unique 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:''' You take this guy for the big toolbox that magic in this game can provide. He has access to every spell but Surge, which you don't need anyway. He comes default with Fireball, which can be used to put a few wounds on a unit per turn. Bane-Chant is great for making your weaker models hit harder, Wind Blast is good for making sure that you get in the first blow or making your opponent miss a charge, and heal is decent for making a hard to damage unit lose the few wounds your opponent managed to put onto it.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information