Warhammer Army Project/Tips: Difference between revisions

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==Commanding Group==
==Commanding Group==
each Group option (almost) always cost 10 points, adding great value to a unit or you could have bought some upgrade that does more for your army.
each Group option (almost) always costs 10 points, adding great value to a unit or you could have bought some upgrade that does more for your army.


'''Champions:''' Always good value for a melee unit, has +1A (or +1BS if its a dedicated shooting unit), perform challenges, and re-roll failed rolls to march, re-direct charges, reforms, and restrain from pursuit. on strong expensive guys like Ogres, Champions can squeeze in more killing potential for the units. If your worried about an enemy character destroying the unit or tying down your character, you can use the champion as a meat shield for a battle round. If you don't need more movement control melee support like most stationary Ranged unit, it safe to skip a champion.
'''Champions:''' Always good value for a melee unit, has +1A (or +1BS if its a dedicated shooting unit), and re-roll failed rolls to march, re-direct charges, reforms, and restrain from pursuit. on strong expensive guys like Ogres, Champions can squeeze in more killing potential for the units. If you don't need more movement control melee support like most stationary Ranged units, it safe to skip a champion.


'''Musicians:''' let a unit win ties in melee, gives +1 to rally, and let the unit reform then move. if you need positioning but are not skirmish or Fast Cavalry.
'''Musicians:''' let a unit win ties in melee, gives +1 to rally, and let the unit reform then move. if you need positioning but are not skirmish or Fast Cavalry.


'''Standard Bearers:'''
'''Standard Bearers:''' Provide a +1 to COMBAT RESOLUTION, but you lose them when the unit breaks in melee(still keep them if they break anywhere else). For more elete units, Banners can be enchanted to grant a unit a mirad of bonuses. for basics troops, think about if they need a +1, archers can skip this. Elite trops, on the other hand, have to consider all the Enchantments.


== External Links ==
== External Links ==

Revision as of 21:48, 3 October 2019

This is a page for sharing tactics for Warhammer fantasy battle: Warhammer Army Project. This page should contain strategies for list building, unit positioning, unit matchups, and notable rule interactions.

Commanding Group

each Group option (almost) always costs 10 points, adding great value to a unit or you could have bought some upgrade that does more for your army.

Champions: Always good value for a melee unit, has +1A (or +1BS if its a dedicated shooting unit), and re-roll failed rolls to march, re-direct charges, reforms, and restrain from pursuit. on strong expensive guys like Ogres, Champions can squeeze in more killing potential for the units. If you don't need more movement control melee support like most stationary Ranged units, it safe to skip a champion.

Musicians: let a unit win ties in melee, gives +1 to rally, and let the unit reform then move. if you need positioning but are not skirmish or Fast Cavalry.

Standard Bearers: Provide a +1 to COMBAT RESOLUTION, but you lose them when the unit breaks in melee(still keep them if they break anywhere else). For more elete units, Banners can be enchanted to grant a unit a mirad of bonuses. for basics troops, think about if they need a +1, archers can skip this. Elite trops, on the other hand, have to consider all the Enchantments.

External Links

The Project's website


Warhammer Army Project Tactics Articles
General Tactics
Forces of Order
Forces of Destruction
Unaligned