Kings of War/Tactics/Halflings

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A faction of the plump country English midgets, along with their neighbours, the Forest Trolls. The Halfling list represents those Halfling communities that are independent and not subjects of the League of Rhordia.

Why Play Halflings?

Because you wanna be different from all those stereotype factions. Because you like to play with a bit of luck, a bit of strategy, and bit of hope. Halflings play around several rules that make them unusual for the game, not quite a horde-like army as the Ratkin or Goblins, but not some generic all-rounder like Kingdoms of Men.

Army Special Rules

Relentless: Once per battle, when attacking an enemy unit in melee that has at least 1 damage, you can reroll upto three dice. This emphasizes a sort of combined-arms approach; have all your shooting chip a unit, send in a melee unit that pops this to up the damage to try and force a rout.

Not quite a universal rule, but the special rule "Spellward" is on a majority of this list, representing the luck of Halflings. This means that Lightning/Fireball spamming wizards are less of a threat, but also allied wizards are limited in their ability to buff the army. This is seemingly an experiment in making an army that doesn't follow the meta of wizards slinging Bane Chant everywhere. This also means the Sauceror is always the first hero taken whether you're playing Halflings, or allying them into another faction, as the army is designed around their buffs making up for the lack of Crushing Strength units.

Heroes

Named Heroes

Generic Heroes

  • Sauceror: The lynchpin of the Halfling list. Her condiment-based buffs help make up for the lack of support from magic. Even when allying Halflings into another faction, take a Sauceror as halflings are intentionally inefficient without her support. She gets either Rally, or auras for Wild Charge, Lifeleech, or Brutal. Multiples of the same aura do not stack, but a ravenous unit can be affected by all three at the same time.
  • Sergeant: Basic 55pt Inspiring hero, can be upgraded for 25pts to get [1] Aura (Elite (Melee) - Infantry only), to help out Stalwarts and Braves. Has CS(1), Nimble, can buy a bow, and either a mount or Scout.
  • Engineer: Arguably the second most important hero in the Halfling army, depending on how many Tinker units you have. Has Inspiring and only 1 melee attack but 4 decent shots with his 18" Piercing (1) carbine. Can swap the carbine for a 24" Piercing (2) long rifle with 3 shots. Upgrades include Radiance of Life(Tinker only), Aura (Wild Charge (+1), Tinker only), and giving one Core unit in the army the Tinker keyword and Iron Resolve rule. Fairly obvious you wanna stick one of these in your list if you're looking at the Tinker units. Only catch is he lacks Ravenous which means no Rally boost from a Sauceror.

Infantry

Monstrous Infantry

Swarms

Cavalry

Monstrous Cavalry

Chariots

Monsters

Titans

Warmachines

Formations

Tactics