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Thread: Rate units!

  1. #1
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    Rate units!

    Which units in the Army book are worth taking, are essential to every army and what units should be avoided at all costs?

    Different forums seem to have different opinions, just wondered what people thought on here


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    LO Zealot MDSW's Avatar
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    986 (x8)

    Really depends on your strategy and play style. The last edition nerfed cavalry a bit, so it is not so simply point-and-click knight units anymore. However, beyond the obvious, here are some units I never leave home without:

    1. PKs - 3 are golden for warmachine, mage, gunline hunting and the swoop in for a rear attack.
    2. Bowmen - they are cheap as dirt and have a 30" range and for 5pts you can add flaming attacks. Your opponent will spend effort trying to knock even a little unit of these out.
    3. Trebuchet - the best stone thrower in the game and also cheap as dirt for what it can do.
    Three Roads Dreamt - My novella collection is now available! Action Suspense, Fantasy and Sci-Fi


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    LO Zealot d_k_patt's Avatar
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    58 (x4)

    I am with mdsw in 2k and above 2 trebs are auto takes along with 3 pk. I tend to take 2 units of flame attacks then normally 3 units of 12 knights with a scattering of characters.

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    cheap knights with Heroes/Lords seems to work better than GKs or QKs

    Mounted Yoeman are great support for PKs

    Battle Pilgrims are without a doubt the worst choice atm. 8th ed ruined em.

    V. of Heroism and Heartwood Lance is the best magic combo.

    PKs and Trebs are a must in any list any size

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    2 trebs min
    Pegasus Knights, more the merrier
    Knights errant with errantry banner 12 bus, with damsel and wyssans (though not necessary)
    "For Plunder and Women!"

    Bretonnians 7500, Empire 3300, Dwarfs 4800; Space Marines 2000, Tyranids 3000

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    I love knights errant str 6 on the charge is great my bus of 15 charged 12 ogres and absolutely mashed them and then run them down I often take knight only (bar some archers and trebs). breaking steadfast is easy with brets, If your willing to risk the long line, if combat is protracted you can reform into 2 long lines and cast wild form

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