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I dont mean, with worst units or just no play value, but what army can you not afford any mistakes in?
From personal experience I would have to say Wood Elves, because of our lack of armour and lack of R&F units. Tomb Kings are also an army that you can ill afford a mistake, every unit in the army must work in tandem in order to win you the game. multiple charges are key with Tomb Kings to win combats, the unfortunate part about the TK book is that it's becoming outdated, incantations are not gonna get through as often as needed against uber-magic armies, and the fact that several options from the list need a buff is glaringly obvious, makes it difficult to construct a list that doesnt make use of Tomb Scorpions and chariots. The Tomb Kings are slated for an update sometime this year, so watch for that. If your thinking you want to start TK I would wait for the update, I have a feeling they are gonna get alot of goodies with thier new book.
and of course Ogre Kingdoms are a tactical army. This is mainly because they are in the most dire need of an update, because as they are they are severely underpowered, mostly due to the overexpense on core unit choices (bulls) and the fact that Gut magic is becoming something of a gimmick. Ogres lack cavalry, but Yetis can act like fast cavalry, but are horribly overpriced and lack any type of armour. Theres so much thats wrong with the Ogre list the only reason I ever see people playing Ogres is because they are fun to play with. Of course there is always the Skraag list, I hear it's doing decent in tournaments these days...
so: 1. Tomb Kings
3. Wood Elves
I have to agree with Beardy in the sense that Tomb Kings are the hardest to play tactically. Tomb Kings can't afford a mistake and are incredibly underpowered in comparison to their undead brethren Vampire Counts. Ogres are hard plainly because the units are far overdue for an update. However, I disagree that wood elves are hard to play tactically.
Wood elves are possibly the fastest, most maneuverable army in the game. In my experience, movement is the most important phase of the game, and so being so fast and maneuverable, Wood Elves have huge advantages, with scouts, fast cav and warhawks with deadly aim, it's easy to see where these units shine. With my experience of fast cav and flyers (played High elves, and currently playing empire) its fairly easy to dance around enemy units while peppering them with shots. In fact, one of my favorite units is Pistoliers. Just maneuver around an enemy unit, shoot it, it panics, breaks, repeat.
But these are just my opinions, so please debate with me
I have to say that tomb kings are the best to play with tactically actually. When playing tk you can't just run in and beat guys up like most armies it takes cunning and skill to play. Also they are one of the fastest armies out there. Think about being able to charge up to 24" !! They have magic that can give them an extra movement, attack, shooting phase (in a way) and can raise models back.
Now if I had to say which is hard to play tactically I would say brets. It’s not hard to win but to do so tactically is another story. About their only tactic is to charge and hope the enemy breaks in the first round of combat.
5000 Pts of Undeath descend upon you....
Well.. for O&G i think that i can make tons of mistakes, and still end up with the same result as with a perfect game.
I agree on the tomb kings as #1. They are very much based on supreme tactics and therefore a good learningschool (tactics).
I think Wood elves are very unforgiving for making bad moves. Maneuvering is what they do, do it right or you have nothing.
In the end heres my thought: people who are very weak with tactical skills should either start with these armies to learn, or avoid them at all cost xD
Warchief Diggah o da Bloodmoon Squiggahs