Warhammer Army Project/Tips
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.
Challenges
Only characters can accept challenges. So champions cant tie down a blender lord. Don't ever accept a challenge with a Wizard, losing their point of leadership and (typically) weak attack is not worth risking them. With the removal of 'Make Way' how you position your heroes in a unit is more important than ever.
Poison
External Links
Warhammer Army Project Tactics Articles | |
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General Tactics | |
Forces of Order | |
Forces of Destruction | |
Unaligned |