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Thread: Long unit formations

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    Member ThorMace's Avatar
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    Long unit formations

    If you have say 40 troops strung out in a line and you are charged, the whole line is locked in combat right even if ony 2 guys are in base contact. This is wildly unrealistic unless I am reading the rules wrong. Can those guys down the line do anything at all? It just doesn't make sense to me.
    "...and we shall pave our path to the gods with the Skulls of our fallen foes."

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    Senior Member Von_Smallhousen's Avatar
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    They couldn't move unless you won a combat and they didn't run, in which case some of your guys could overlap.

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    59

    Nope, It's exactly like that. And it's not too unrealistic in my guess since in WHFB Formation is rather important.
    For one thing, if this conga line manages to win CC, they still can encircle the enemy (and if only 2 of em are actual in contact, they are at best charged by a single model, so they might even win)
    And if such a line would be charged by a sensible infantry block of 4x3 (for some rank bonus) it's also quite understandable, even iv 34 of those 40 aren't in contact, since fluffwise the small hard block is quite likely to break just through thus splitting the enemy line into two fragments and creating confusion (and a likely break up)

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    Senior Member Von_Smallhousen's Avatar
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    This also helps stop stupidly beardy tactics like sticking a long line of unbreakables. If they could move them i could get my line of 40 zombies to cover the whole front, then when one gets chagred and they don't break, i could move my whole unit into combat...talk about beardy...

    ...so like i said before, they will be stuck how they are when engaed unless the win combat and the enemy doesn't flee.

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    77

    While perfectly legal, this formation probably won't win you any combats or popularity contests.

    Wacky formations like this are typically seen by power gamer types who are trying to exploit the formation rules in order to achieve some lame advantage.

    Examples are:
    The Snotling Slingshot; This is where a unit of Snotlings is formed up 'vertically' about 5 or 6" in front of a Night Goblin unit that contains Fanatics. When the Fanatics are released, they are released right into the Snotling unit, and are 'slingshotted' through the unit and 1" out on the other side. This potentially puts the Fanatics farther into the enemy lines than they should be, while only causing wounds to Snotlings (which is a 'whoop-de-doo').

    The Incredible Teleporting Skink; This is where a huge skirmishing unit of Skinks stretch out in front of the rest of a Lizardman army to create a -1 to hit missile screen. The Skinks try to advance in a way that goads a fast flanking unit (like cavalry) into engaging them in combat. If this happens on a flank, all the Skinks (as a skirmishing unit) will 'teleport' to form up to the enemy on the one side, thus relieving the Lizardman army of the missile screen, but getting out of the way so the Lizardman fighting units can charge. (I've heard this go back and forth, as the Skinks would either 'teleport', or simply move their maximum distance in order to get into combat)

    With your unit of 40 men all in one line, you'll probably barely be able to move across the table without coming into contact with some type of terrain.
    And if you were charged by an enemy unit, you'd most likely lose as you won't have any ranks, and even a slow enemy can dictate when and where to hit you due to your unit's clumsy size and formation, allowing him to generate flank/rear bonuses and denying you any attacks back.
    The best you could hope for with this formation is a +1 combat res (for outnumber, you most likely will outnumber with 40 guys) and a possible +1 for a standard.

  6. #6

    Quote Originally Posted by MobiusPrime
    The Incredible Teleporting Skink; This is where a huge skirmishing unit of Skinks stretch out in front of the rest of a Lizardman army to create a -1 to hit missile screen. The Skinks try to advance in a way that goads a fast flanking unit (like cavalry) into engaging them in combat. If this happens on a flank, all the Skinks (as a skirmishing unit) will 'teleport' to form up to the enemy on the one side, thus relieving the Lizardman army of the missile screen, but getting out of the way so the Lizardman fighting units can charge. (I've heard this go back and forth, as the Skinks would either 'teleport', or simply move their maximum distance in order to get into combat)
    I use this tactic and i wouldn't say that i'm a power gamer...:cry:


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    Member ThorMace's Avatar
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    I am talking about long units of archers, not some crazy unit to take advantage of a crazy loop in the game. I would take small lines of archers but with the Tomb Kings you need large units to take full advantage of the magic. They are one of hte only armies i nthe game where every unit listing has a max number of models allowed.
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    Senior Member Master_Bungle's Avatar
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    Quote Originally Posted by MobiusPrime
    The Incredible Teleporting Skink; This is where a huge skirmishing unit of Skinks stretch out in front of the rest of a Lizardman army to create a -1 to hit missile screen. The Skinks try to advance in a way that goads a fast flanking unit (like cavalry) into engaging them in combat. If this happens on a flank, all the Skinks (as a skirmishing unit) will 'teleport' to form up to the enemy on the one side, thus relieving the Lizardman army of the missile screen, but getting out of the way so the Lizardman fighting units can charge. (I've heard this go back and forth, as the Skinks would either 'teleport', or simply move their maximum distance in order to get into combat)
    I wouldn't class that as a 'power gamer' tactic. Skinks are used as missile screens all the time. Also, it would be pretty silly for an opponent to charge them at the end of their line so they give other lizardmen units line of site. Charging them in the middle of their line would mean lizardmen unit line of site would be blocked by combat....Assuming neither unit breaks...(unlikely being skinks and all....).
    However, if by huge unit you actually mean on very large unit that covers their entire army, then yeah. I would have to say that is pretty cheesy.....Having skinks 'teleport' from one side of the field to the other to engage in combat.....yuck....Also a lot of poisoned shots there....
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    LO Zealot MobiusPrime's Avatar
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    77

    Quote Originally Posted by ThorMace
    I am talking about long units of archers, not some crazy unit to take advantage of a crazy loop in the game. I would take small lines of archers but with the Tomb Kings you need large units to take full advantage of the magic. They are one of hte only armies i nthe game where every unit listing has a max number of models allowed.
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