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I Always liked the Idea of a 25 to 30 man unit of Swordsmen with a detachment of 10 Halberdiers. Now first thing... I notice alot of people make a detachment of 5 Hand gunners for standing and shooting then sacrificial combatants. Is this usually worth while? Also I havnt seen alot of halberdier detachments, but rather the free company. Is this that much of a better unit? ( I rather dont like the models) But I figured the halbridiers would be good for thoes ocasionally beefy units... So does my original idea work well, or am I just in for dissappointment?
As far as ranged detachments go, handgunners really shine over crossbowmen. The reason is that you take crossbowmen for their extra range (which won't help much with a cc unit). The AP and high strength can really come in handy. Another choice can be archers, since they can help with one of the detachment's main weaknesses- getting in the way of other units.
With cc detachments, free company and halberdiers both can work with an amount of success. The choice between high strength and several attacks is down to you. The fact is that these detachments are mainly taken to swing the combat by about five (outnumber, a flank, and they lose up to three ranks).
having done a fair amount of testing i came too the decision too take swordsmen as a detachment because of the ws4 and shields. halberdiers are great strength4 big whoop, as has been stated the detachment is not there too kill stuff, its there too negate rank get u a side or rear bonus. ive seen halberdiers hitting a flank and ended up giving my opponent 5 cr in deaths alone.
while i like the idea of 5 handgunners too fill up points id rather merge two of these unit together for a 10 man unit so i can field another long rifle.
Detachments can be used in two main ways, in my book.
The first is to use detachments which will help to swing combat resolution in your favour, which is most useful against big blocks of infantry with many ranks. As AFG said, they can help you outnumber, get +1 for a flank, and your foe can lose up to three ranks. Most common for this are better armoured Swordsmen or the cheaper Free Company, who also will benefit you with more attacks.
The second, on the other hand, is for use in the instances when your unit will be charged by a unit that is not a mass of infantry, and therefore is likely to be higher toughness, wearing better armour, and/or be only a single rank. This is where the higher strength of Halberdiers and, in addition to their AP, Handgunners really help you out.
Picture it: a single rank of Knights are charging your unit of Spearmen. You don't need Free Company and Swordsman either side to counter-charge and negate their rank bonus, because they don't have one, and you will almost always outnumber them. Much more useful would be S4 Halberdiers and the -2 against their save offered by Handgunners, because this is what will help you take down the heavy armour.
Hope this helps!
Would having archers as a detachment be worth it for a more aggressive approach? I plan on starting a empire army soon and don't want any artillery and I want lots of detachments and state troops. Since archers can move and shoot they can somewhat keep up with a large unit or 25 swordsmen or spearmen.
I was planning 12 archers and 12 halberd's to go with 25 spearmen and then 12 archers and 12 free company with 24 swordsmen
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Personally, I tend to get a little 'eep' about big detachments, since they tend to act as cheap victory points if the enemy ever needs it. Restricting them to about 30 or so points is generally better than potentially reaching 100.
I actually favour large detachments once in a while since they can have ranks and hold flanks while avoiding panic in your main parent blocks. That's the most awesome rule, in my opinion.
I use my combat detachments in squads of 9. The 3X3 formation means they can sit between units and most enemy units wont be able to charge them, which preserves them for the counterattack. It also reduces the number of enemy models in contact with them, less attacks means less saves to make.
Swordsmen are a great detachment, they have a good WS and save. This means they don't die as often and can do the most important job they can do, deny rank bonus and provide +1 for the flank bonus.
Remember, combat detachments are not about causing casualties.
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totally agree, then by same logic is the main unit there too kill or just win on static res? theres no unit that has punching power to be a killy killy unit, i struggle too juistify the reason for spear/halberds. its all about 30 stong block of swordsmen and 9-10 strong detachment of swordsmen, purley for the ws4, haha u hitting me on 4's not 3's.Remember, combat detachments are not about causing casualties.
Greatswords can get killy against the enemy's regular rank and file (I'm not talking about Chaos Warriors or Dwarves here)...
Knights, if they got their anti-rubber lance shot, may sometimes help become killy machines (especially when supported by a hatred-giving warrior priest).
Our artillery is killy when it manages to correctly target the victims...
I agree that when it comes to points/value, swordsmen are the best core choice.
Last edited by Spikes; December 12th, 2008 at 13:51.