Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I'm pretty new to WFB and I've only played a handful of games with my High Elves (around 1500 pts).
My question is regarding Full Commands. I've noticed that on some posts in various forums some people say that you shouldn't always give your units FC. Why is that? Is it mostly for point conservation? Or is it because small flanking units may be more prone to getting wiped out and you wouldn't want to give your opponent a hefty VP bonus?
Any feedback would be greatly appreciated
The later is certainly true for Banners, what is the point of giving your opponent a 100 pt bonus for capturing a standard from a unit that wasn't worth much to begin with.
The rest is situational, I like to have champions in units that will have characters, so that they can accept a challenge if necessary, however a champion in a unit with no ranks can be a liability, as they can't refuse a challenge from a nasty lone character or Monstrously mounted character (eg. skink on Engine of the gods)
Musician are pretty handy especially for the +1 leadership when you rally, most of my units have them as I flee from charges quite a bit when I know I am outmatched in a combat, and fleeing will give me an opportunity to flank later.
I think that you just need to weigh up the pros and cons for the units, +1 attack vs an extra guy, +1 combat res vs an extra guy, +1 to rally vs half a guy. Sometimes it is worth it sometimes not depends what role you have in mind for the unit in question.
i think allionaire it right. you have to choose what you will take or not. per example: you could take 5 Shadow warriors with Shadow walker, to give you an extra attack. for just 4 points more you get an extra SW, giving you 1 more arrow, a wound And an extra attack
in large units like a block of spearmen, adding a single spearmen to your 4th rank doesn't do a lot.. if you add a champion, you'll get an extra attack every round.
In a fireing line of archers it will be useless to add a banner.. you'll get +1 combat result in close combat, but you don't want your archers to be in CC anyway. adding a musician will be better as you will be able to flee from an enemy charge, and survive
so choose wisely, especcially because our units are expensive enough, so don't spend points on a ability you don't use.
'Its better to have a swordmaster and not need her help, then to need her help and not have her'
Byjugo's WIP Thread
Thanks for the advice guys. Much appreciated
I tend to take a champion in each unit i want in combat, because as we have ASF we are gaurenteed an extra attack in the front line during combat. Having the extra champion attack in a unit of swordmasters can help make sure you smash the front rank, meaning they get no chance to atack you back
as the guys above mentioned, you don't need a champ for a ranged unit, but for melee, it depends on whether you want the unit to tank and hold, or you want it to win combat with killing power. I tend to add a champion to a unit of White Lions, because they have 1 attack each, and a champ has double the attacks, and they're str6!
however for a unit of Swordmasters, having 3 attacks instead of 2.. it doesn't feel like worth the 12 pts.
Another consideration is whether or not you want to issue challenges. Also if you want a bodyguard for a character to accept challenges in his place. and also you might want to NOT have a champion so enemy heroes/lords won't have a chance to challenge him and get excess wounds.
I like the SM champ more because of the WS=6 which is likely to be higher than enemy champs, but not all enemy heroes, which means he'll be likely to land 2 of his 3 attacks. which hopefully with Str=5 is capable of slaying him before he gets a chance to hit back
Here it depends, if the unit is low on damage, like PGs or spearmen or even Whitelions, a standard can be very helpful in sealing the CR win.
But for SMs again.. since they already kick so much butt in combat, 1 more static CR is not so much worth the 12 pts. unless you need a special effect like Balance to cool off enemy frenzy or hatred, or you need your SMs or DPs to move through difficult terrain like woods to purge out Woodelf waywatchers for example.
Its great for its low cost usually, especially in cases with tanky units like PGs, where you expect fights to yield little or zero kills, so a tie is likely, and a musician gives you the CR win for half the points usually. It will not give you the extra 1 point to break the enemy, but its more of a bargain.
And obviously its essential for troops which you intentionally want to "flee" from enemy charges, like archers, ellyrian reavers.. etc.