Somewhere deep inside the Pagoda of The Death God MÖRRSLEIB ...
"Remember ... Maximize your combat resolution ! "
"Yes Master ?"
"If your unit is larger than your enemy's, and you win one round of
H2H combat, in another word, you have a higher combat result, then your fear
or terror causing unit will force those weak hearts to flee automatically
regardless of their leadership !"
"Be warn ... there are ways to make those weak hearts immune to our
fear and terror causig troops, it is your responsibility to identify, locate,
and nutralize those dam things asap."
"Master ... ? "
"No, that's too easy, you have to think about it, go read up your
Dark Books ...
saying too much already ... Be gone !"
Another session ...
"Yes, Master, the book states: Zombie, Wight, and Wraith,
Hero, champion and troop, ARE DESTROYED if the unit fail a break test (loosing
a combat round will nessacitate a break test) and Ghoul will just flee
automatically."
"Skeleton units, such as warrior, horsemen, chariot, and catapuls, and Carrion will never break
but they will be destroyed one model per point of combat result difference. So you don't want
low combat result, not ever ..."
"Those are all correct. Now you may ask me one question ..."
"How to achieve higher combat result, Master?"
"Its a good question ... Lets see if each of you can give me a good answer."
"Having more troops in H2H !", "spell, magic banners and items!", "max out (4+)x6 RnF and
lap it when possible", "wound your enemy before they to you! "
"How you achieve all that exactly? Krell, you first ..."
"Have more troop than your opponent and force them to break in H2H,
Master."
"Field big troop blocks before battle,
Zombie is the easiest to gather, good for screening in the beginning and then overwhelming
enemy in H2H, so one big block of (34) is a must ... two is even better. I use them to screen,
to RnF, to lap, and while drawing enemy's fire ... I summon troops to my smaller but better
skeleton units."
"Since zombies are destroyed when they failed break test, you better have something to prevent
it, higher LD rating such as CofC or champions are good but Battle Std Bearer is better with
a second roll, high wight LD or general's, and 12" radius."
"Bringing many small nicely equipped skelly units to the battle then summon/add similar
equipped skelly to the units as fast as you can while moving toward your targets."
"Multiple units simultaneously attacks one enemy units, hit them with you best
armored troop first, then flank/charge them with your other units, even ghuols."
"Lapping to the flank is +1, and to the rear is +2, to a total of +3 to combat result, then
adding up Regiment std banner +1, BSB +1, and another +1 if one of the two banners is also
a magical War Banner then you would have a wapping +6 to your H2H without counting anything
else ! "And Banner of Defience double your rank bunus to +2, +4, +6 for 2, 3, and 4 rank of
troops. And a musicain is good for tie breaker. So big troop block always works.
"Well, easy said than done, what do you do to manuveur your big units into position ?"
"Spell, Master. My units can only move 4" and with Danse I can add 8" more extra movement in
magic phase !" "Although if I equipped them with shield and heavy armor I will slow them down
to 3" and 6" for Danse spell."
"So, it is so easy for you to win then ?"
"No Master, it is a hard fight and magic not always works ! Specially with those High
Magic dispells."
"Big block units are next to impossible to move between tight corners, therefore musician is
a must for every unit. Occasionally, I has to use musician to setup the formation and
orientation then use Danse to charge. It might be best if I can force my opponent come to me
and I have a Xbow formation maybe is just the ticket ..."
"My best plan is oriented toward a huge block of skelly wearing Heavy armour, carrying a
x-bow and a shield. I decrease my opponents number before they can reach me to do H2H. And
when they reach my x-bow unit, my other screening units jump on the enemy from all sides."
"If I don't move I can cast Danse to fire one additioan shot of x-bow per turn. And with these
bolts of -1 ac save, hit up to T.7, and a range of 15"/30" -1 to hit and shoot twice in a single
turn, the one extra shooting is from casting a Danse, I sometime drop them like flys. "
"Forget bow. With skelly's BS2 and enemy's magic protection you will hardly hit anything even
with so many bolts flying in the sky. So every scored hit better go through their tough hide
and armor saves. For skelly, bolts are like Halberds in the sky, longer reach, no return fire,
and twice as fast !"
"Lately I also discover a human tactician's formation called TKOXBOW.
Putting chariots right behind the long spred out x-bow unit. Very
effective. Here is the map and tactical
details ... "
"Good, I want a complete copy in the Crypt, who's next ? Heinrich."
"The proper choice of weaponry and Magic is imperitive, Master."
"Fighting is usually decided even over in the first couple of rounds."
"Characters are the real troop killers, Regiment Units are there to help out RnF mostly.
And without a well though out equipped regiment you will loose them too fast and your
characters will loose. Nickle and dime... I mean bones and chips do add up too."
"So bringing troops equipped with spear (2 rank attacks) is always a good idea."
"Halberd gives skelly +1 ST to ST4 so -1 AC save and hits up to T.7, is nice but your must
give up shield. So the unit can be destroyed fairly fast. I use them against small unit of
high toughtness and good armour saving troops once in a while."
"Double-Handed weapon has the worst defense. Always strike last even if you are charging and
no shield's protection. 2H is useless when front line all wipe out and the skelly's low WS
just make it even worst. 2H is effective against very small block of high AC troop
like Heavy Armored knights when you can overwhelm them, but strike last is just too much to
pay unless I can have WS10 magic boost, as M.K. with Blessed Sword, otherwise I don't use them
that much."
Flail is just too complex for the skelly to wield effectively so never bring it into battle."
"Always try to get maximum RnF combat bonus. Lapping, flank+1 and rear+2 to a total of +3,
can really devastating smaller units."
"Large regiments are there to provide screening to other more valuable units, a buffer and RnF
for characters."
"Wight champions and lords have high LD and come with a free Wight Blade. Need I say more ?"
"Carrion is the fastest troop you got, but no champion nor magical
standard so be careful using them, best use is finish off fleeing
units, attack war machines ..."
"Ghoul is your only marchable regiment but they are so cowardice and
hungry that the control of them is at best minimal ... Don't care to
use them at all."
"Wraith is Terror on the loose but are limited in usage. I only use
it as a horsemen regiment champion or put it into my main H2H block.
"Magic support for regiments is essential, tell me how you
would do it Mannfred."
"Yes, master. Always bring useful magical Banners such as Banner of
Shielding (+1 AC save), War Banner (+1 combat resolution), Banner of
Might (+1 Hit), and Banner of Defiance for skeleton units and Doomrider
for skelly horsemen. " "And if you really worry about failing a break
test then utilize BSB and even a Banner of Courage." "This will mean
you need to field at least a BSB, 3 skelly warrior units and one
horsemen unit." "I field one x-bow, one Halberd, and one spear skelly,
all with heavy armor and shield. All come with champion, magical
banner, and musician."
"General, Hero and Champion also carrying items such as curse book,
Amulet of Fire, and spell shield to benefit the regiments. Wound
causing weapons always help in enhancing your character's killing
ability and increase combat resolution. I love to field a wraith
champion in there just to terrorize those weak hearts."
"Most importantly, make your character aggressive and regiment well
armoured to support them. And with good battle plan, Skabskrath,
HofW, and BannerofDoom can do wonders too."
"Don't forget, Battle Standard come with a wight bearer, a Free
Wight Blade, +1 combat result, retake failed break test within 12",
and a magical item slot which can be a magical banner for a cost of
87 point, is dirt cheap anyway you slice it, continue."
"Yes, Master" ... "Well, there is this Necros formation ..."
Under the green glowing of Crypt's every seeing eyes
"There ! Go it. Now listen ... "
===Skaven Master Clan's Lair ============
Tim Ray : "... to my advantage ... "
"Ron used the BoS rather than the PoK. ... "
Q: "Why PoK is better than BoS ?"
Tim Ray : "Because there is no prohibition (certainly at the time there was not) against using
this item (PoK) to cast the same spell over and over again in the same phase for no cost."
"So the phase would have had Ron casting power 1 summons until I was out
of dispells, then whipping out the potion and casting as many times as
his nerve would allow. The BofK limits you to one use per spell per magic
phase. No such limit on that potion. "
Q: "How about statistically speaking which one is better ? "
Tim Ray: "The book is better, if you roll average,
and it is self limiting. You will only lose a max of 4D6 points per turn,
if you use it once each on your spells, and you have four spells.
The potion is potentially more dangerous, but you have to roll well. "
===========================================
"Now you know." "Ahh ... yes Master ..."