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I had a large unit of 20 spread in a single line to initially protect my infantry blocks from a gunline while approaching on one side of the table. The other side was cavalry focused and fortunately shielded for the first two rounds by terrain from getting shot at by about 2/3rds of his deployed troops. I kept putting down infantry units across from his gunline. Licking his chops, he kept dropping handgunners and crossbowmen right in front of these infantry blocks (so few were going to be able to focus on the cavalry threat).
Then the phoenix guard were dropped all spread in a nice single file line.
5+ armor save followed by a 4+ ward save. Ok, the armor often did little because of the saving throw modifiers, but the 4+ save really helped! They did take heavy casulties eventually, but even so, it took an incredible number of shots and TIME. Moving 10" on the march let us clear the deployment "buffer" quickly enough
Once we were close. The unit reformed successfully (well what was left of it). Sure that openned us up to being charged the next turn (and every unit the phoenix guard was protecting) but with ASF and spearmen blocks, that is pretty much what I wanted
Because we were near the standard, the panic test for 25% casulties was just laughed off.
The final laugh came when the dragon princes with the Ellyrion banner turned and moved straight thru the woods with no delay setting up a flank charge.
My opponent had a good time and a few of his own clever ideas that worked, but this thread was about the Phoenix guard.
I my self havnt seen the new book but wouldnt you be better buying cheaper troops as a screen ? Of course they dont have the ward but they are more numerous.
Not much is really cheap and in this case I was expecting a certain type of army list which my friend had played several times only to see in deployment that all bets were off.
Phoenix guard are 4 pts more than archers. Archers are 2 pts more than ( with a lil armor) Spearmen.
I probably would do this again. One of my big concerns in deciding if a troop is effective or not is to avoid foresight or hindsight. Sometimes I will not face a gunline and then the Phoenix guard are wildly effective as a core infantry block. Sometimes I need only a turn or maybe two to get the eagles to silence a war machine or two (especially RBTs). On occassion I want to screen but then need to reform and count on the unit to support combat.
The key with Phoenix Guard is that they provide so many uses.
Last edited by DavidWC09; December 27th, 2007 at 15:28. Reason: removed pt costs
yea, that dose make sence although I will agree its insane. Also Againsnt bolt throwers they only kill 1 a shot not 3-4
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Whoops. Meant general and wrote standard.
Sounds like a good plan, although I would watch out for flying units and the like, if they march block your phoenix guard, it will slow down your entire line. not sure what your army consist of, but I would add some skirmished units on the flank, to protect against cheap flying units, if you don't already have them.
It seems like a waste to me, to be honest. They are terribly resilient to shooting as I learned a couple of days ago. Of course, my sub-par shooting dice didn't help much. But they're going to take some casualties, limiting their effectiveness as a combat unit. And if you have to take a turn to reform, that can slow down the whole line, letting the opponent have the advantage in terms of getting flanks/rears.
Also, when you reform you have to keep the center point of the unit the same. If you could reform them anywhere along their line, it could be a nifty trick, but keeping the center the same could mean that they obstruct units behind them.
I'd rather have a string of archers who advance, shoot, and slowly die, only to flee when it comes time for combat, leaving the combat units behind them to do their thing.
I completely agree with most of the comments. But it should be noted that often you suspect your opponent will take one type of army and during deployment you have to adjust to something you never expected. Archers advancing is absolutely one of my favorite ways to march forward my HE army, but alas I took too few suspecting my enemy would use a different list. I was light on the troops that would normally serve the function
well the problem with using archers though is that if you want to move and fire then you slow your entire line down all the time. Since you can't march and shoot you will only be moving 5 inches a turn, and slowing everyone behind them down, only making it take longer for them to reach combat, and if I have a hill well I'll just fire over the archers and I don't even have to march block you, since your doing it to yourself.