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I've been reading on some tactical army books and came across some simularities whet gereral's say what an army needs to be succesful in a battle.
The general concencuss on this topic has variated true time as visions on warfare evolved.
In warhammer fantasy we are using blocks. The closest is then well about anything after WOI when the value of a human life seriously increased when looking at tactics. It moved the manner of warfare from a block to a more skirmish approach but still some portions remained.
Now focusing on tactics prior to WOI this whas a simularity that can be used when building an army:
A) Bulck (many many men): people to absorb arrows (or bullets or ... ) so the elite can reach the defenders line or whith enough people you still reach the other side to thin out the enemy so the elite can slay them.
Elite to slay down any lesser foes (a.k.a. knights or shock troops like chosen in our case.
C) Vanguard: To scout the battle field to report the enemy's status, line up, changes in the battle and to clean up an "hidden' enemy.
E) Artillary: to thin out the enemy before we reach them (in our case no real chooise: the hellcannon)
F) Sprears/heavy armour, to counter cavalry
G) Banners and Muscician: for moral.
H) some champions (elite) to inspire the lesser to throw themselves into battle (aka genral BS
I) Hope a flood comes the clean out the defender (aka magic)
Spears to counter cavalry
C) BIG walls (aka unbreakable/stubborn blocks)
D) Pray to God a flood comes (aka magic)
E) Banners and Muscician: for moral.
F) some champions (elite) to inspire the lesser to throw themselves into battle (aka genral BS
I consider WOC as more of a attacking kind of army so we will have the most dificulty with defending armies like Lizard men, vamps or dwarfs (at least in my case) a a little less but still significantle diculty with armies the combine them like empire, high elves and bretonnia.
Armies I hate to face are:
Skaven & Dark Elves
Armies I love to face:
Empire & Bretonia
“If you’re in the penalty area and don’t know what to do with the ball, put it in the net and we’ll discuss the options later.” – Bob Paisley
Nevere really had any problem with skaven dark elves on the ohter hand have been a problem but when you finally break their deathstar it becomes a walk in the park
Dark elves are a royal pain the ass to face, pardon my french! I rarely ever beat my friend and his dark elves, the odd time I do it's because he rolls terribly, or I roll awesome.
Just something about those damn emo pointy eared bastards I just don't like
My friend plays Dark Elves. I just Gateway all his crossbow units and send my Warshrine after his Cold One Knights. And you think your friend has bad rolls? We tested a theory of 20 x-bows in a 10x2 formation with 2 bolt throwers against a block of 20 warriors just to see how many he would pick off by the end. 259 shots later I had 3 warriors that refused to die because they couldn't get hit (and I had to march over 20" between the two bolt throwers.
WoC -> Welcoming odd Challenges
Warriors of Chaos > 3,000
Life - TBA
Having played different historical games (Flames of War - ww2, Fire and Fury - ACW, Napoleon at War - duh, Warhammer Ancient Battles), I can say that Fantasy tactics are quite different from the tactics involved in those games.
The biggest difference is scale - all of the games that I mention are 18mm or smaller, and therefore you have hundreds of men at your disposal, and suddenly that 4'x8' table feels a lot more like a rolling 4.5 square mile battlefield. These are all games of 'grand strategy', meaning that you are fighting on larger maps, with larger masses of men. Warhammer, by comparison, is 28mm, so the battlefield is more like 2.25 square miles (which is actually tiny compared to most actions) with fewer men.
One thing that I've noticed WHFB players complain about when introduced to these 'grand-scale' games, is the amount of time that it takes to get into battle. Conversely, 'grand-gamers' who come into WHFB feel like they're simply lining units up across from each other and hoping that they'll smash one another by game's end. Those extra few miles really place an emphasis on maneuver and battlefield strategy
The final difference between these grand-strategy games and WHFB, is that you are facing 'human' opponents. The statlines are often very similar, because at that scale, it doesn't even matter if the Union troops were better equipped, or the Confederate troops more experienced. The differences are so slight as to be unnoticeable. Armies in these games also aren't normally fielded with a points value (FoW is an exception), but are instead deployed according to historic battles, and therefore aren't even. If you're going into a battle as the attacker, you might actually have an overwhelming advantage in numbers.
The tenets of war that you are looking at, were written by people like Napoleon, Robert E. Lee, Wellington, and other grand strategists. Let's look at each of the bullets that you laid out for attacking armies and how they apply to Warhammer.
1) Bulk - in WHFB, mass numbers of troops aren't really 'better' than smaller numbers, because everyone is fielding an equal pointed army. I may outnumber you 3-1, but chances are good that you have better Toughness, Armor, and general survivability over my men. Warriors rarely have the 3:1 attacking ratio that Napoleon suggests for assaulting an enemy - rather, we're usually outnumbered. How is it then, that we carry the day so often?
2) Elites - this is similar to the point above, our 'Elite' are going to be matched by an equal value of mooks on the other side of the field. Theoretically, the value of our Elites should be counteracted by the sheer overwhelming number of mooks they have to kill. This is of course variable, based on the differing stats of the men in each regiment (S4/T4 Warriors vs S3/T3 Imperials) and the luck of each general.
3) Vanguard - we have no need for Scouts on a WHFB field. We can already see everything that our opponent is doing. There are no rules for 'fog of war' in WHFB, a unit can react to an enemy who is all the way across the table. Yes, our Scouts can cause disruption, but when have you ever seen the effective use of Scouts in WHFB - the rules just don't support them properly.
4) Artillery - this I will give you, but unlike Grand Strategy, which was fought almost entirely with ranged weapons, gunline strategies in Fantasy aren't quite as effective. There are 2 combat phases for every friendly shooting phase. Also, many of the weapons are underrated in comparison to what they could do in real life. For example, the bow ranges in WHFB are all out of scale with the movement values, and the damage caused by a hail of arrows is drastically understated.
5) Spears/Armor - this doesn't counter cavalry. Pikes were usually used to counter cavalry, and we're looking at cavalry who's weapons will punch right through armor. In WHFB, the role and mobility of cavalry is entirely changed, and all you really need are numbers of men to lock them in place and negate the momentum of their charge. This is true of early warfare as well, where a thick mass of troops would cause cavalry to get 'stuck in' rather than riding through, but it doesn't really place an emphasis on the value of life - rather, it's much the opposite.
6) Banners, Musicians, Moral - agreed, this is the same in Fantasy. I like the addition of "Quick Reform" for regiments with Musicians, which highlights their roles as battlefield communications rather than just standing there playing a rousing tune.
7) Champions - this wasn't as big a deal in real life as it is in Fantasy, because again, in real life, a man is a man. Real life "champions" were men like Admiral Nelson, who inspired the troops below them and increased moral in much the same way as a banner or musician would.
Magic - I would actually lump this under Artillery, because it is an alternative to ranged firepower. The bonuses and whatnots that affect luck, are still player controlled.
I love playing Fantasy, it's got a small, "close action" feel to it. But when it comes to tactics, there's not a lot of meat to it. Try making the jump to more historic games some time (you can use WHFB minis to play WAB games) and you'll see an immediate difference. Once the scale drops, it gets even more interesting. Too many of the WHFB strategies focus on statlines and points values, and a limited number of catch-all weapons. The Historic games flip this almost entirely, focusing strongly on a mission or narrative, and placing the only differences between men into the hands of special training and unique weapons.
I havent really played skaven but the two armies I hate are Dark Elves and Lizardmen. The lizardman player at my club builds really solid tough to crack lists and dark elves for the reasons mentioned above rock ard monsters and characters which are hard to deal with and some cheesy magic items.
"my heart pump gangsta"