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!
How do u deal with them? (not using EG + not being able to negate their ranks by flanking)
Recently ive played against orcs, skaven & lizardmen, against tough 4 troops with good armour saves and a lot of attacks back (inc characters) which means i have to do insanely good combat rez to even contemplate winning the combats
I cant flank these because they have expendable units or other mass blocks units guarding them.
I can take out a unit champ by challenging (which just leaves other chars) and get a couple overkill on the guy (using an AK HoTH GW AoN) but the rest of my stuff usually bounces off (dryads, wd, even my WR with noble have a tough job)
Its all about the dice rolls and i cant consitantly do enough wounds to beat a unit ever...
and once ive done with 1 unit i have to do it all over again....
so the question is How do u deal with such units?
The same ways anyone else deals with ranked infantry they can't beat in a 1-1 fight:
1. Flank/rear-charge. Get some fast cav or some hawks behind your foe's lines and smack the guys. If they have expendable blockers, kill those first. If they have more blocks, flank/rear-charge those first, or lure the unit out of the battle line so you are able to flank. Charge-bait them, or marchblock part of the army, or charge something into the front of a unit so it'll pursue away from its battleline
2. avoid it. WE are good at this, especially against block infantry. either run rings around it, or lure it into the woods where it gets stuck forever.
3. whittle it down before combat. WE are good at this also. Arrows and magic exist for a reason.
4. delay it: with either a bunch of small, comparatively expendable units (which WE don't really have) or slap something stubborn into the fight against it (which WE have lots of).
5. Get pounded by it. Try to avoid this method.
Hope it helps!
Arena of Death Champion: Nexim of the Guldskullz Tribe. Fear my wrath!
Could you post a list to give us an idea of what you have, then we could help more specifically.
But kooshlord has the basics of it.
If you can't kill it, avoid it.
Send wildriders around his rear. These guys are fast and block troops are moving slower. Marchblock, slow them down. Give your archers and fast stuff time to kill and manouvere.
This is what i field:
Highborn (AK) HoTH, GW, AoN, L.A+Sh, Amaranthine Brooch
Noble (WR) Dawnspear
Sps (lvl1) 2 Dispel Sc.
Branwraith (lvl1) CoR
5x WR (command+warbanner)
5x WR (champ/mus)
1x Great Eagle
I do the march block with GE, move my WR up the flanks, (they usually have a guard unit on the flanks which ties them up for at least a round of CC)
I shoot the enemy (in theory) but try whittling down skaven or orcs... they always have numbers so it dont matter how much u kill
Now its like turn 4 and then charges happen, now its win game or lose game due to turns remaining....
i think i just gotta ditch shooting units
i dont wanna use treesinging or treemen, so ***
Last edited by maraschino; June 6th, 2007 at 23:27.
It's all about mobbing them. Get Wild Riders in the flank, Dryads to the front and either a Treeman or Wardancers or both in support. Take out his army unit by unit. Concentrate your firepower/magic, and then flatten what's left in combat. Repeat for the next unit.
It has yet to be proven that intelligence has any survival value. - Arthur C. Clarke (1917 - 2008)
hmmm ill try just eliminating 1 unit at a time in CC, start from their units on the outside and work inwards (in theory lol)
Looks like these boys have given you some sound advice. The way I look at combat like this is I count on the unit beating me by at least 5 in the end - ranks, outnumber, banner. So if I'm not sure I can even that number out, I know it's too soon for the fight - time to use the WE maneuverability to your advantage and take them for a little ride until the odds are in your favor.
This is where charge-baiters are essential. Glade guard are good at this, because everybody likes to take down squishy archers. And nobody likes to watch the squishy archers run and leave them facing a swarm of dryads backed up by some wardancers.
In theory your list should be adequate to deal with ranked up units. Definitely start on the outside units. Use you archers to take out small units that could force a panic check or two or use them to take away rank bonus.
The only time you should charge is when it suits you. Plan your attacks. If the odds aren't in your favour, move!
With that army you should be able to easily outmanouver his blocks. If they have smaller units protecting their flanks, shoot them. Give the Wildrider noble the HoDA instead of the spear, it makes a big difference when you can take out small units with one shot.
I don't think the wildrider noble has a bow - it says in the description of the kindred that he carries a spear and has light armor and can take no other weapons or armor, save a magic spear and magic armor to replace the mundane items, which makes the dawnspear the only magic weapon available to him.
Also your opponent probably won't expect but if the unit is small or weak enugh(20 orcs or saurus, 25 gobbos or skaven) hit them with a combo charge in the front withdryads and wild riders, it is unexpected and you should break the unit from fear and numbers then those units will be behind enemy lines. That is 18 or 20 uni strentth and your wounds should win combat
2009 Tourny records (W-L-D) (20-4-4):
9/56, 1/12, 2/14, 4/14, 32/82, 1/6, 16/72