Kings of War/Tactics/Kingdoms of Men: Difference between revisions

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*'''Pike Block:'''  
*'''Pike Block:'''  


*'''Pole-Arms Block:'''  
*'''Pole-Arms Block:''' These guys are killy but weak on the defense, although not to the extent of Beserkers. They are the offensive match to the Shield Wall, having one worse Defense but getting Crushing Strength 1 in return. There only hitting with half of their attacks, but agaisnt most equivalant units they're going to be wounding on 2's and 3's. They do not have extra attacks over most equivlanat sized formations, but are very cheap, easy to fit several regiments or a couple of hordes into almsot any lists.


*'''Shield Wall:'''  
*'''Shield Wall:'''  
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===Cavalry===
===Cavalry===
*'''Knights:'''  
*'''Knights:''' One of the few cavalry choices in the game with a Horde option, that alone makes these guys powerful. A horde of these guys is a bank-breaker, even more than a regiment of Soul Reaver Cavalry, but 32 attacks base at 3+ to hit, Thunderous Charge (2) is going to put a massive number of wounds on whatever they are fighting. Even a troop on average is going to cause 6 wounds to anything withe a defense worse than a 5+ in a face-to-face, flanks and rear charges will cause even mroe damage. Headstrong, a 5+ Defense, and decent nerve stats means that they can take moderate attacks in return, but it's best to keep these guys from getting engaged in melee.


*'''Mounted Scouts:'''  
*'''Mounted Scouts:''' These guys are the harassars and screeners of your army, cheap for their price, and capable of putting a coupl of wounds on things. Giving them carbines makes them better at killing stuff, and you can put them on a flank and harass elite troops with them. Piercing 1 means that they will put a couple wounds on them to help out future combats, and if the target unit attemots to charge even better, your cheap unit just bought one of your units a chance to hit first, and maybe even in a flank or rear charge. If ignored, just send these guys into the opponents back lines to kill any wizards or warmachiens he may have back there. Doing so means he either has to send a unit back there to deal with you, devote the wizard or warmachiens attention to you instead of your main force, or just let you kill his units. A win for you either way!


*'''Mounted Sergeants:'''  
*'''Mounted Sergeants:'''  

Revision as of 22:38, 11 August 2015

Why Play Kingdoms of Men

Why indeed?

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: 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.
  • General:
  • General on Winged Beast:
  • Hero: Never take this guy on foot. On a horse at the minimum, preferrably an Eagle. Use him to hunt Warmachines, 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 unqiue 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:

Infantry

  • Arquebusiers: Your first choice of ranged infantry in the Kingdoms of Men, and your most expensive, with a regiment of these being 4/3 of what a regiment of Bowmen cost. You do gain Piercing (2) on all of your ranged attacks, which is going to help you agaisnt anything that isn't at a 3+ Defense already. Reload means that you will want to position these so that they either start off with or can easily get into position to open up on your chosen targets.
  • Berserkers:
  • Bowmen: Your second choice of ranged infantry, these are the cheapest choice you have for shooting attack. Unlike Arquebusiers and Crossbowmen, they can move and shoot, but they do not have any piercing so they are best off shooting at cheap skirmishers that lack good Defense, otherwise the few hits you do get won't be doing much.
  • Crossbowmen: Your third choice of ranged infantry, they are the middle ground between Bowmen and Arquebusiers, not being at good at wounding as Arquebusiers while being better than Bowmen, and being between both in points. They suffer from being middle of thr road, not being as cheap as Bowmen or as good as Arquebusiers, but if you are expecting to go agaisnt a mostly 3+ Defense army, these guys are alright.
  • Foot Guard:
  • Heavy Pike Block: These guys are expensive, and only have a 4+ Melee and 4+ Defense, but they make up for it with Elite, Phalanx, and Ensnare, as well as 15 attack regiments and 30 attack hordes. Ensnare and Phalanx combined with a 4+ Defense, and a 14/16 nerve for Regiments and 21/23 nerve for Hordes means they can take most regiment sized attacks without to bad of a chance of remaining Steady. 4+ Melee and Elite emans that a horde of these guys will on average cause 17 hits in face-to-face charges, which will mean plenty of woods on most trops choices, and an average of 5 versus most heavy armored infantry. A horde of these guys with the Chant of Hate, Brew of Stength, or Brew of Sharpness is going to be very killy, but will also be very expesnive as well.
  • Militia Mob:
  • Pike Block:
  • Pole-Arms Block: These guys are killy but weak on the defense, although not to the extent of Beserkers. They are the offensive match to the Shield Wall, having one worse Defense but getting Crushing Strength 1 in return. There only hitting with half of their attacks, but agaisnt most equivalant units they're going to be wounding on 2's and 3's. They do not have extra attacks over most equivlanat sized formations, but are very cheap, easy to fit several regiments or a couple of hordes into almsot any lists.
  • Shield Wall:
  • Spear Phalanx:

Large Infantry

None.

Cavalry

  • Knights: One of the few cavalry choices in the game with a Horde option, that alone makes these guys powerful. A horde of these guys is a bank-breaker, even more than a regiment of Soul Reaver Cavalry, but 32 attacks base at 3+ to hit, Thunderous Charge (2) is going to put a massive number of wounds on whatever they are fighting. Even a troop on average is going to cause 6 wounds to anything withe a defense worse than a 5+ in a face-to-face, flanks and rear charges will cause even mroe damage. Headstrong, a 5+ Defense, and decent nerve stats means that they can take moderate attacks in return, but it's best to keep these guys from getting engaged in melee.
  • Mounted Scouts: These guys are the harassars and screeners of your army, cheap for their price, and capable of putting a coupl of wounds on things. Giving them carbines makes them better at killing stuff, and you can put them on a flank and harass elite troops with them. Piercing 1 means that they will put a couple wounds on them to help out future combats, and if the target unit attemots to charge even better, your cheap unit just bought one of your units a chance to hit first, and maybe even in a flank or rear charge. If ignored, just send these guys into the opponents back lines to kill any wizards or warmachiens he may have back there. Doing so means he either has to send a unit back there to deal with you, devote the wizard or warmachiens attention to you instead of your main force, or just let you kill his units. A win for you either way!
  • Mounted Sergeants:

Large Cavalry

  • Charioteers:

Monsters

  • Beast of War:

War Engines

  • Ballista: The cheapest of the human war engines, the Ballista benefeits from a low cost for what it does, having Blast (D3+2) and Piercing 3 means that if it hits it's going to at least inflict a few wounds on it's target. Like all Kingdom of Men ranged units it only has a 5+ to-hit.
  • Cannon: This is a decent unit, with the regular human 5+ to hit with a Piercing (4), Blast (D6+1) attack. However, it suffers in comparison to the Siege Artillery unit, which for 5 pts more gains Indirect Fire and Blast (D6+2). The Cannon is going to be mroe useful in taking on heavily armored infantry and monsters, while Siege Artillery is going to be the better pick versus most other units. The Piercing (4) only really helps agaisnt 6+ Defense units, since any roll of 1 to-wound is an automatic failure.
  • Siege Artillery: The best of the Kindom of Man Warmachines for most targets, it can get more hits on average than both the Ballista and the Cannon, while inflicting wound at the same chance as the ballista and slightly less than the cannon. Bring these instead of Cannons unless you know your going to be going up agaisnt Dwarves or a similiarly heavily armored faction.

Tactics

Tactica here.