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i never understand using the speed bumb method. cause if i raise a unit of skeletons to avoid an enemy cavalry unit(for example) to charge my black knights, then the enemy will simply charge the skeletons, kill them or letting the CR do the job as they crumble, and THEN overrun in my knights...
so.. what s the point with a speed bump and how do u use it?
screening! does that just means that a unit of (for example) dire wolves is placed in front of another unit, just to avoid getting shot down?
or are there other effective ways of using the screen?
hope u can help me here..
Ah, but you will raise the speed bump unit (of Zombies, because they cost less, thus less VP to the enemy), and angle it so that the enemy overruns into a different direction. This will slow him down in almost every case.
Use Light, Beasts, Metal instead of Heavens
NecroLords: Use at least one Death Mage
Brets: Use Peasants&Damsels
Skaven: Don't use Skryre SAD
Aginst missle fire like arrows you can use ghouls for screening your direwolves. Ergo, the archers hit on -1 (for shooting at skirmish) and they wound on 5+ instead of 4+.
So instead of killing 3 wolves they kill 1 or 2 ghouls. (For ex).
Teron's right. Angle the speed bump so that a charging unit will overrun out of position (works really well against frenzied units). If the unit chooses to ignore the summoned unit, use it for a flank or rear charge in the subsequent turn.
Screeners are sacrificial units meant to absorb missile fire or magic missiles. Ghouls work well against missile fire because skirmishers add the -1 penalty to hit. Zombies are cheap and no great loss, so even a line of them can help. Spirit hosts are the best screeners in the game. They block line of sight and can't be hit by mundane missile fire. One caution is that you have to be careful as you're approaching combat.
In my newbie days, I screened with my spirit host, keeping my vampire's unit safe, but the vamp unit was too close behind the host. The host got charged, the vampire's unit was pinned and got smacked in the flank. So think about positioning when using screeners, when to get them out of the way.
I use that trick quite a lot with my grave markers.. I nice little block of zombies on an angle can often even lead to your knights who are a bit further back getting a flank charge, which is excellent.
Don't forget Vanhel's too, it works nicely when they think they are safe from you even if they overrun.
My problem is occasionally the stupid speed bump manages to survive the charge, then theres a couple of zombies sitting there holding a unit that I can no longer charge or get closer to for fear of being charged.. So far my responce has been boost the unit so they outnumber and may win, its not quite perfect though..
What happens when your oppenent doesn;t charge your speed bump? I just keep them dancing in front of them. No sense in charging zombines in, and wasting magic to due is the last thing on my list. Your unit is being effective, and have put thier unit out of the game. They have everything to lose, while you still have everything in position.Originally Posted by strewart
Speed Bumps are also good at reducing line or sight. Granted the weakest unit to shooting you cannot block LOS to anyways (BlackCoach), It still does the job for everything else.
When Zombies unexpecting hold, increasing thier number is last thing i would do; very likely they are down to a few boys and noboby expects zombines to kiill anytihng. Most cases they will still be run over, maybe your goal is to allow them to survive to your oppents turn, but then you are leaving one of your hitter out of the game. The other Two opitions are better, either A ignore it, since the speed bump is became a road block and move your expected hitter out of LOS. You also create the new unit to move in your oppents now open flank. I would also leave your expected hitter there, since it still presents a threat. or B since your angle on the first unit you summon another to aim for the flank, perferrly skeletons with halberds and magic them in. I just do not believe throwing more good boys at a failing unit is the correct move.
Last edited by Shen; September 11th, 2005 at 07:17.
It seems that your point is this: when faced with the options of either renewing a crumbling unit or summoning a new one on a flank, you think it better to summon the new one. And I agree totally, a rear charge with a rank from a particularly good invocation can break the enemy. I'll take that move 99% of the time; however, if that zombie's job of holding is essentialm then you better bet that I'll summon a few of the critters back.
If my foe ignores the speed bump, then I haven't positioned it well. As long as it's an inch away from him, I can rotate it however I want on the center point. He'll have to hit me, or reform and give up the charge. If I'd positioned the speed bump further away and it were ignored, I'd turn it into my next flank charge.
Anyhow, welcome to LO! We need some new life in the VC forum. Keep the good thoughts coming.
IF any is more instrested in speed bumps specifics, those of you that have played with or against Dark Elf MSU Armies can give you even more details on how fleeing or forcing your oppenent to move up is key to your attack.Originally Posted by DavidVC04
What I was referring to is that there is not disadvantage to a well placed speed bump. You do not want to charge them with Zombies, instead the way you have it setup it is to your advantage. If they choose not to charge you, then just keep blocking them. Even if they just want to wait a turn to bring in support beucase he see yours move, you have already have the upper hand.
Steward, IF you want a unit to zombies to break you can always do this, make them only have one rank, giving them halbert also is good since they get no shield then.
Last edited by Shen; September 11th, 2005 at 08:18.
8 zombies, 1 rank, using halberds, charged by 5 centagors. Who won? The zombies. :rolleyes:Steward, IF you want a unit to zombies to break you can always do this, make them only have one rank, giving them halbert also is good since they get no shield then
Sometimes it just comes down to the dice no matter what you do. But it turned out I reinforced the unit (not much else to do with that grave marker) the zombies got flanked as well, and they still managed to survive. So one free unit holding 2 units, killing one of them before getting reinforcements from another unit and winning, it worked out good I suppose. Except the coach ended up doing nothing.. Oh well.