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== The Art of War == Essentially Cathay's version of Imperial Guard Orders, these Stratagems can only be used by Strategists, Chu-Ye Xian, and the only units affected by these have the Iron Discipline. Not to mention that they cost points with Strategists having a 75pt allowance each to spend on Stratagems. As such, they won't be as common as the IG Orders, but they're good nonetheless (SOME of them are good, anyway). Stratagems can be used on a unit within 12" with Iron Discipline; it is affected if they pass a Leadership test. You can only attempt one of each of the Stratagems per turn. *'''30pts: The Swift Feline''' This is used during the Remaining Moves phase. The target unit can Reform without suffering movement penalties for the rest of the turn. At thirty points, this is a fairly odd one. It only lets you Reform, which isn't utilized all too much. However, it seems the intended state for many Stratagems is to be a tricky git...so if you actually use Reform moves and would like to utilize this to see what you can do with it, then go ahead. The only thing wrong with this is that Reforming just simply isn't something too many players use (and it might be a smidge overpriced for what it does). *'''30pts: The Cunning Fox''' This is used after deployment. The target unit may re-deploy 6" away from its placed position. BUT, it must be deployed within the allowed deployment zone. Again, another tricky Stratagem is only slightly useful. its usability varies massively giving an edge for veteran tournament players that understand how a few inches can change the outcome of a battle, to spending a hefty 30pts to push a unit 6" in some direction... This is tricky and hard to use Stratagem, requiring the right terrain, knowing if the enemy has projectiles, and/or a strong understanding of deployment mind games to get any value from this Stratagem. A hard Skip for many Players. *'''30pts: The Swooping Hawk''' Used after deployment. The Cathay player adds +1 to the roll of whether they go first or not. Okay, something fairly nice. If you really feel like initiative and being the first to do something is important to you, this a good 'un. Sure, it's thirty points for something you'll use once and not even something that's guaranteed...but it's still noticeably more useful than "The Cunning Fox". *'''25pts: The Stinging Scorpion''' ALRIGHT! Now we are getting into the good stuff! Used in the Close Combat phase, the target unit (excluding characters) receives +1 to their To Hit rolls if they charged that turn. It is most exploitable on cavalry (especially for those already hitting on 3's) but still useful all around. Good to bring in most lists. *'''25pts: The Stoic Porcupine''' Activated during the target unit's Charge Reaction. The unit counts as having no flanks or rear, however, they do not benefit from the Iron Discipline rule. It's okay...ish...if you know what you're doing. For the average player, you won't be able to exploit this (even if it has an exploitable feature or design to it) nor make good use of it. It's more of a defense ability to deny the advantage of outmaneuvering you. It's just sound not to get this if you don't have a way to make this useful. ** It's a safety net against a unit being inevitably outmaneuvered and mitigating as much damage as possible. losing Iron Discipline is fine as the unit probably is big enough to disrupt your. Denying that 1 or 2 combat points can make a difference (also given rules as written you would get supporting attacks when it's used, so butting you in less of a disadvantage before the unit can fight the flankers properly). *'''25pts: The Sleeping Crocodile''' If the target unit has been charged in the flank, they can perform a swift reform to face the enemy as a Charge Reaction (provided they aren't already in combat). Ehhh...good for what's supposed to do, but something not universally useful to most players is a pretty common theme it seems amongst the Stratagems so far. I mean, if you have spears or the like and cavalry are trying for that sweet rear charge, this can scare them pretty well. Useful in a handful of situations, kind of meh in most others. The problem you may face with this is that you may open the unit's flanks to more charges, putting it contested with The Stoic Porcupine. *'''20pts: The Rain of Death''' This is used in the Shooting Phase. The target unit may fire even if they've marched. A fairly nice mobility trick that ensures you can keep your ranged units just in range by moving them rapidly forward or back to avoid retaliation. Not as universally good as The Stinging Scorpion, but it has fairly widespread applicability (except in CC concentrated armies). *'''20pts: The Running Rabbit''' Used in the Movement Phase. Until the start of the target unit's next turn, this unit ignores panic caused by friendly units fleeing through them as well as friendly units breaking in combat. This is a specific Stratagem that's basically for retaliation and giving your units a fallback. Say that you have a weakened or important unit not good in CC, an enemy unit that's sure to wipe them away is close by, but so is another CC unit under your command. You put this on the CC unit and when the enemy declares a charge against the weaker unit, you fallback with the said unit, and the other unit ensures the enemy can't chase them. It's good for what it does (and if your plans succeed) but it's not something you'll make use of in every situation. *'''15pts: The Blinding Light''' Used as a Charge Reaction; this can only be used to target Imperial Infantry units that have shields. Any enemy charging the target unit loses all of their charge bonuses. Wow...anti-cav is strong with this one. Bretonnians are going to revile you with extreme prejudice, should you ever dare to use this on them; bonus points if it's a Grail Knight unit. Apparently, the power of a goddess is no match for some shiny metal...But really, if you're fighting a highly aggressive foe, this is great. *'''15pts: The Impregnable Tortoise''' Used in Remaining Moves Phase; the target unit can only be an infantry unit with shields. The unit gains +1 to their Armour Saves from missile attacks, but they also can't march. Upon entering CC, this formation immediately ends. Most of the time this is just okay since most factions don't make too much use of ranged weapons, but against spammy Dwarves, Empire, Wood Elves, and some types of Dark Elves and High Elves well as the rare Bretonnia list, this will be put to good use. If your going against O&G, Warriors of Chaos, Daemons, and the like...this is better left for something else. *'''15pts: The All-seeing Eagle''' Used before deployment. The controlling player can add +1 to the roll of where you choose sides. Eh...in your average battle, this isn't something too important, unless you play with a lot of terrains. But, if there's a strategic asset or a big defensive feature or WHATEVER on the board and it's important to control and be closer to one side (as well as you actually being able to exploit these features) this'll usually be worth the points.
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