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Magic Pentameter

PostPosted: Thu Mar 15, 2007 6:46 pm


What tips and tricks do you have for other generals? Fiendish maneuvers, army advice, rule loopholes etc. This will, of course, differ from army to army, but I think there's enough common ground between them for this advice to help anybody in need.

So, to start off, in my experience, an army needs some form of long range, either shooting or magic. Some can get away without it (I'm looking at you, Chaos) but everybody else should have at least a little. A unit of Bowmen or a good priest (especially when the opponent(s) are packing magic and you need dispel dice/scrolls) can work wonders.
PostPosted: Thu Mar 15, 2007 9:55 pm


Magic Pentameter
What tips and tricks do you have for other generals? Fiendish maneuvers, army advice, rule loopholes etc. This will, of course, differ from army to army, but I think there's enough common ground between them for this advice to help anybody in need.

So, to start off, in my experience, an army needs some form of long range, either shooting or magic. Some can get away without it (I'm looking at you, Chaos) but everybody else should have at least a little. A unit of Bowmen or a good priest (especially when the opponent(s) are packing magic and you need dispel dice/scrolls) can work wonders.


dont forget gunman! mrgreen

and of course artillery and other ranged war machines smile

fantasy_fighter


Magic Pentameter

PostPosted: Thu Mar 15, 2007 11:00 pm


Ah, but of course. Forgive me for forgetting, I do play Skaven. All we have is the Warp-Lightning Cannon, after all.

Oh, another thing. Try for a flank charge whenever you can;usually, using another unit as bait to unbalance their battle line will work. Flanks are deadly, especially against Skaven. They go to Ld 5 when they don't have ranks....
PostPosted: Fri Mar 16, 2007 8:43 am


Orcs don't do too well with archers, or "Arrers", because archers are more reserved for armies that have higher BS and long bows or handguns. Rather, take fast cavalry ex. Wolf Riders... the only fast cavalry you have lol. Since the new rule book came out you should use spider rider, because they are infact genius... 14" unaffected through a forested area, not a lot of units can do that, except Wood Elves. Also, you may wanna take Savage orc boyz, my friends say not to take them cuz they can be led around the battle field into traps and stuff, but who cares they are just simply choosing which unit they want to die and also savage orc boyz get a ward save and shield.... so the save is almost unmodifiable so go nuts! next boar riders, I don't personally have money to field them but they are an extemely good asset, because I think the get something like a ...... 2+ armour save and their boars get +2 S on the charge I think because of the ability Tusker charge, I believe this ability was released in the newest book. Another thing, Grimgor has been improved from 5 attacks to 7 attacks, which makes him pretty kick a**, because he didnt really live up to fluff, he still doesn't but oh well, also hes got a point decrease by 25 points.... I know you will say BIG WOOP ... but you can fit like... 5 orcs or... 8 gobbos... not too bad, it needed to be done. Shamans, The miscast table has gotten vicious, but the spells are absolute bliss! PLUS omg... PLUS! the black orcs big boss and warboss are only one character choice! can ya believe it? wow... its excellent. for tactics and such ummm, try not to die lol I'll come up with REAL strategies next post

Sigrus


fantasy_fighter

PostPosted: Sat Mar 17, 2007 11:13 am


wow... thanx for da orc tactics! surprised
PostPosted: Sat Mar 17, 2007 4:23 pm


no problem, also only take artillery if you're a sniper like me... i can pretty much pinpoint anyone on the first guess.

Sigrus


Magic Pentameter

PostPosted: Sun Mar 18, 2007 10:36 am


Oh, a good tip for artillery if you're not yet a sniper is to remember the table size. Where I play, we don't have a one-piece table, so you can use the fact that each piece is 24" to your advantage.

If you wanted to be really nerdy, I suppose you could also use geometry....
PostPosted: Mon Mar 19, 2007 6:28 pm


Magic Pentameter
Ah, but of course. Forgive me for forgetting, I do play Skaven. All we have is the Warp-Lightning Cannon, after all.

Oh, another thing. Try for a flank charge whenever you can;usually, using another unit as bait to unbalance their battle line will work. Flanks are deadly, especially against Skaven. They go to Ld 5 when they don't have ranks....

Flanks are important, buuut silly you have much more than just the warp cannon! what about jezzails (very good snipers my friend), and altho much less range, poison wind globadiers. along with many nasty spells, skaven are rather diversified from close combat to range (and what better way for a cowardly rat than to fight from a distance xd )

St. Nerevar
Captain


Sigrus

PostPosted: Tue Mar 20, 2007 1:33 pm


if you are going to charge flanks be sure that you aren't open for flanks either... could result in an unfortunate ending. 1 little tactic I learnt was to turn your unit in the direction of a unit of yours that you would like to get charded(a spear unit) and then when the enemy overruns if they win first round.... and then they'd run into your killer unit and you could stop them early before they kill everything.
PostPosted: Tue Mar 20, 2007 5:05 pm


good idea 3nodding

fantasy_fighter

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