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== The Art of War == Essentially Cathay's version of Imperial Orders, these Stratagems can only be used by Strategists and Chu-Ye Xian and the only units that can be affected by these have the Iron Discipline (both variants of Imperial Infantry, Dragon Lancers, Emperor's Guard, Sword Saints, and the Wu Xia). 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 Imperial Orders...but they're good nonetheless (SOME of them are good, anyway). Strategists can use these in a 12" bubble; you then roll a D6 and on a 2+ the Stratagem can be used. On a 1, that Stratagem doesn't take effect for that turn. You can only use 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 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. For one, you are spending 30pts to push a unit 6" in some direction...it's fairly pointless unless if you have an Artillery unit exposed to fire and you want to ensure that it stays alive and so it can start shooting right away instead of using a turn to move a bit. And even then, there's no guarantee you'll be able to get into cover (and why weren't you in cover in the first place?). I mean...if you REALLY feel the need to get this to be 'tricky'...go ahead, but for most situations, this is just a waste of thirty points. *'''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 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 the majority of players...a pretty common theme it seems amongst the Stratagems so far. I mean, if you have spears or the like (and using Eliassons's rulebook) and cavalry are trying for that sweet rear charge, this can scare them pretty well. Useful in a handful situation, kind of meh in most others. *'''25pts: The Stinging Scorpion''' ALRIGHT! Now we are getting into the good stuff! Used in the Close Combat phase, the target unit receives +1 to their To Hit rolls if they charged that turn. Most exploitable on cavalry (especially for those units that are already hitting on 3's) but still use 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 just sound not to get this if you don't have a way to make this useful. *'''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 spell 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 spell 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 Imperial Infantry unit with shields. The unit gains +2 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, some types of Dark Elves and High Elves as well as the rare Bretonnia list, this will be put to good use. If your going against Orks, Warriors of Chaos or Daemon...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. But, if there's a strategic asset or a big defensive feature or WHATEVER on the board and it's important to control as well as being 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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