Skeleton Archer formation advise please?? - Warhammer 40K Fantasy
 

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  1. #1
    Member ChandlerGriz's Avatar
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    Skeleton Archer formation advise please??

    I am wanting to include 40 skeletal archers in my army, but I am unsure about how to for the unit(s). It would appear that a 10x4 unit or two 10x2 units would be optimal? Help appreciated!! Thanks in advance!


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    if i may suggest 2 or even 3 units that way if your big unit of 40 gets held up by anything you can still fire.

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    I would agree. I have used the 40 man archer unit, and in horde formation you lose 10 shots, and dont gain enough attacks in combat to make a difference. Go for 2 units of 20, in 10 x 2 setup, and reform when combat gets close. This allows 40 shots a turn before magic, and the reform to 5 x 4 is better for combat anyway.

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    Thanks!!

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    I agree with what is said above 2 times 20 is a better idea.

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    2x20 is good. 2x30 is perfect. You only lose 2x5 shots, but in horde formation every model you have swings, and 30, unlike 20, can't be crumbled in a reasonable amount of time. And 2x30 with a prince in each unit and 20 TG plus a king (3x7) sandwiched between them is downright scary!
    IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
    Brets 1997-1999 __ TK since 2009 __ Empire since 2010

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    Senior Member Vallah's Avatar
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    If you are going to reform before combat then you can use a block of 40 without losing any shots and it doubles the efficiency of your smiting spells. Also, if lead your archers with a survivor king they become the mother of all tar pits.

    Efficiency it relative. If your 20 strong block crumbles away to nothing before your supporting attacks and resummoning can arrive... *shrugs* Doesn't seem too efficient to me

    Just my 2cp.
    Because Sun Tzu would play Tomb Kings...

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    i like a 5 by 4 formation volly fire is great i lose 4 shots but i find the the space takkens if much better than a long line of guys and no need to wory about reforming before combat hits. i find that no matter what i do my skilles die to fast anyway, and even if i do tarpit a unit as soon as i send in the hammer all the work they do is undone by the dying skellies.
    5000 Pts of Undeath descend upon you....

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    Quote Originally Posted by Vallah View Post
    If you are going to reform before combat then you can use a block of 40 without losing any shots and it doubles the efficiency of your smiting spells. Also, if lead your archers with a survivor king they become the mother of all tar pits.

    Efficiency it relative. If your 20 strong block crumbles away to nothing before your supporting attacks and resummoning can arrive... *shrugs* Doesn't seem too efficient to me

    Just my 2cp.
    I find that survivor kings are untouchable in melee, but they crumble out on the second round of combat when the unit takes 15 casualties a round and inflicts but 2 in return. I like to put them in a unit for protection against enemy shooting, but then have them leave to either charge solo (if the enemy unit in question has 3 or less static CR) or step aside before melee combat to avoid being a crumble victim. I suppose a survivor king in scorpion armor in a block of 40 archers has merit, though...cuts crumble in half, so the unit lasts around 3x as long (and if it lasts 6 phases, that's actually being a tarpit. Losing 12 models a phase to crumble isn't very tarpitty.)
    IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
    Brets 1997-1999 __ TK since 2009 __ Empire since 2010

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