Tactics And Ale

 

Kirklin Spencer and I wrote the following articles after Tumoas asked me to

take some of the strategy articles I was writing for the list and try to

make them appropriate for publication in either White Dwarf or Citadel

Journal. Well, after a while (long while) of not hearing from him (he is

busy working on projects for us), I figured why not let the list enjoy them.

After all, if the big GW troll (hehe) wants them, he can use them to or I'm

sure Kirklin and I can write more.

Without further ado, I present to you the first two installments of Tactics

and Ale.

 

I present to you the first installment of Tactics and Ale, An Advanced Guide

to WHFB Strategy. The next two articles will deal with skirmishing and then

flying high.

Feel free to be as critical as you like. The old saying applies, "It takes

a hard blow to teach a boxer the value of weaving".

T & A isn't a myth or legend. Really. It exists, in the town of

Miriangelo, near the guild of thieves and assassins. Trust me on this.

Some can see past the enchantments disguising it as a run down home to see

what appears to be a house of ill repute, common in Tilea. Those who look

deeper will see a pub, filled with trophies, drink, and food from across the

Old World and beyond. And of even greater value is the clientele - combat

leaders and generals of all the armies of the world, past, present, and (it

is rumored) future who mingle elbow to elbow, paying for drinks which are

terribly overpriced, but a bargain at that. And why are they a bargain?

Meet the publican, who has run his pub since (some think) time began, and

listened to all, and most importantly shares all. For those commanders

lucky, wise, or brave enough to come and listen will learn of tactics beyond

those taught in the military schools of the nations. They learn of methods

too awkward, unusual or advanced to be accepted by the impetuous sons of

nobles who've hardly seen a foe in combat. These are the tactics of

soldiers who have seen and survived the most horrific battles, not mere

theoretical models, and they span the history of elf and man, orc and

greenskin, one and all. Some legends claim the publican is an ancient

wizard who has spanned the generations with magic unknown. Others claim him

to be a former professor of the University of Nuln, thrown out when his mad

military suggestions exposed his lunacy, obviously tainted by Chaos. Those

are the simpletons who will continue battling one another in their simple

ways with simpler tactics. Enter, general, and listen. Hear the brags and

claims of an old bartender and learn lessons proven through blood and time.

Welcome to a pub called Tactics and Ale.

DISCUSSION #1 Negating the Charge.

"Yep," said the old dwarf. "That Brettonian fool just couldn't resist

charging my tasty treats. And when he finished clawing his way past my

cannons, Wham! Blew the center with my immolation runes and destroyed the

rest with a charge. And they say that dwarves can't charge," he finished

with a snort. The bellows which followed filled the room with fumes of

Bugman's.

It is not always wise to charge. But unfortunately for many a beginner,

that appears to be the only effective choice when trying to destroy your

foe. What we'd like to do is introduce you to three tactics of countering

your opponent's charge, making his first charge his last mistake.

#1: Using Obstacles

The first method we'd like to introduce you to is what our old dwarf was

talking about at the beginning of this chapter. Here's what happens. When

a charging unit squeezes through an obstacle, be that rough terrain or other

hindrances, it loses. It loses first strike, reverting to initiative. It

loses any charging weapons bonuses. And it loses its rank bonus for the

first turn. In other words, its scrambling troops are too jostled and

disorganized to charge, and actually kind of stumble into combat. And if

your soldiers happen to be waiting for the charge in ranks, with decent

initiative and weapons, well, you're probably going to be watching your

foes backside very soon.

But how do you manage to get your foe to stumble through such a mistake?

After all, it is unlikely that the terrain will be situated just where you

want it.

Consider placing your artillery forward in your deployment zone! Your

machines are heavy equipment that most units will have a hard time

destroying with toughness of 6 or more and multiple wounds and when your

crews flee the charge you have left behind obstacles!

Here's a sample dwarven deployment to use:

Place x-bowmen on flanks fanned out like a the \ of / of a V on either side

of 3 war machines, usually a flame cannon, organ cannon and bolt thrower

each about the distance of 5 dwarves apart <to ensure you can't get through

the machines>. Behind the machines, I mean right behind, are the units of

clansmen, ironbreakers, longbeards etc. <the infantry>.

Make sure one or more of your cannons have the rune of immolation. Use your

machines sparingly or add runes of fortune, because if your machine goes

KABOOM, it's not an obstacle anymore.

As the enemy approaches, fire the cannons. When it arrives, what options

does it have?

1) The enemy can be wise and maneuver around the machines "flanks". This

takes time and allows you to swivel your machines to get extra

rounds of shots.

2) Next, they can charge the machines. Fine, your crews flee. Now they

have two choices. . .

A. Pursuit. . .which means they will run into your infantry AFTER

pursuing right through the obstacles of the left behind machines!

Now the dwarves have rank bonus, don't have to worry about the

strength of lances on the charge, but will still strike last because of

their abysmal initiative OR

B. HOLD. . . .do not pursue and place yourself well within charge

range of the smaller dwarves who will have little problem moving freely

through the space between the machines. Of course, if you used the rune

of immolation, now is a time to destroy the middle machine which will not

only cause all sorts of damage to the enemy's troops but also will leave

a gaping hole allowing more of your troops the ability to charge!

Hellblasters? Rock Lobbas? Repeating Bolt Throwers? The basic method is

the same.

#2: Units of Tissue

"Of course I sacrificed them to the cause. After all, I could always go

back and dig up new ones if I needed them. And besides, look at the faces

of those fools when my cavalry caught them just at their moment of victory.

I haven't laughed that hard in centuries."

These are your throw-away troops. And the most elegant example of

throw-away troops is the Zombie. Every undead player go grab your armybook

(and if you're not undead, borrow) and take a good hard look at zombies.

Too often the only time anyone ever encounters a zombie is behind a large

front rank of characters. After all, what are zombies other than cheap

cannon fodder for missiles or cheap troops to swell ranks? How many players

do you know who are always too afraid to really have his zombies fight for

fear that if they broke, they would all disintegrate? But what if that is

exactly the point, to make them crumble?

Imagine the following:

Picture of a long line of zombies about 10 inches in front of undead

chariots/cavalry, which are followed in turn by the undead infantry

containing the necromancer/general.

The zombies are only worth one VP. They serve as a wonderful screen against

missile attacks BUT consider what happens to the enemy trying to charge your

cavalry/chariots just behind the long line of zombies.

A. He charges the Zombies to get to your other units. If he does that,

the zombies will lose combat and not being within 12" of the general will

almost certainly crumble. When they crumble, there is absolutely nothing

to pursue, meaning the enemy unit is stuck standing around mystified and

well within the charge range of the chariot/cavalry or whatever troops you

decide to shamble behind your zombies.

B. He doesn't charge your units of zombies so you merely turn them 90

degrees in your movement turn and march move them to leave an opening for

your attack units using VHDM or the staff of damnation.

Either way, you have forced your enemy to waste his charge, and set himself

up for your response.

Similarly, other races with good cheap maneuverable troops can often buy

their slow moving infantry the advantage of the charge buy throwing a unit

of 5 models in the way of an advancing horde or Brettonian lance. The goal

is to make the unit so weak that every model will be run down, leaving the

powerful attacking unit open to a horrific counter-attack on your next turn.

#3 Run Away...

"So there we were. Hordes of Witch Elves coming at us in full blood lust.

I was thanking Sigmar I had made sure my will was up to date, when our

commander yells "Flee!" No hesitation from me, let me tell you. And there

those ladies were, standing in the middle of the field, just asking to meet

someone. What could our gallant knights do but oblige 'em? Course, it

wasn't quite the way the ladies wanted..."

One effective way to force the enemy into a failed charge is to simply flee

from an infantry charge. Your opponent is not likely to have a great deal

of movement left on a M5 or lower model so getting away on 2d6 is really not

too difficult. In fact, almost any army can avoid being charged by slow

moving troops. Just flee. Knights/cavalry and flying troops often will

have more than enough movement to pursue, however, most generals tend to

attack from just barely within charge range. Punish the general who charges

from long range by jogging your troops away.

Don't worry about getting caught by OTHER troops. You flee during your

opponent's turn AFTER he declares charges. You rally at the start of your

turn. Assuming you have decent leadership, a general or a battle standard,

you should be ready to fight (and not be run down) at the beginning of your

next turn before your enemy can get those pesky flyers to your fleeing

troops! Very carefully read the last sentence on Fleeing Troops on page 41.

You can not merely MOVE into a fleeing unit to destroy it.

Now that the enemy is caught in the open, the trick is to have the pursuers

not block your charging troops. This is usually done by having the charging

troops be set back from the fleeing troops BUT off to one flank or the other.

eeeeeeee

xxxxxxx

bbbbbbbbbbb

When x flees, b will be in perfect position to see and be able to charge the

infantry which did not have enough movement to pursue x.

This tactic works extremely well for armies with both good infantry and

calvary. You want your counterpunching troops to have M6 or higher to make

sure they can easily reach a failed charge. The tactic is murderously

effective with dwarves who draw out enemy troops tp the open then fire upon

them with a disguised organ cannon like this:

Enemy

Your Infantry O <= organ gun disguised

Your Infantry flees leaving

Enemy O <=organ gun ruining the enemy's day

Your Infantry

FIRE!!!!!!

Likewise. . .armies with a lot of shooters can buy extra rounds of shooting

using this tactic.

There are variations on this theme. For one, you can use cavalry,

especially mounted squires or wolf riders which are cheap and do not cause

panic tests, to cause large powerful units of the enemy to fail a charge.

Sometimes the enemy will have enough movement to pursue and catch you. In

such cases, you are back to the troops of tissue. It's probably more

expensive this time, but still effective.

I'm sure there are other generals out there with wonderful ways of avoiding

the impact of a mass charge. Hopefully, these suggestions will spur thought

on how to avoid a charge.

Next Lesson: "So let me get this straight. All you use your skirmishers

for is to screen your cavalry from arrows? Now just you listen up..."

 

DISCUSSION #2 Skirmishers: Cannon Fodder or Something Else?

#1 Stick and Run. . .

"Wanna know the real reason why our regiment of glade guards is called the

'Flight to Victory' regiment? Well, there we were. Our foe, that silly

necromancer, came marching up with the hordes of undead - mummies, wraiths

and vampires. What did he expect, that our best units would take a beating

while he stayed behind and cast his foul magic? Even a goblin could counter

that stunt, let alone wood elves. We were fighting for our homes, so we

overcame all fear and charged into the doomed battle. For the glory of

Isha, the skirmishing glade riders screamed into battle from out of the

woods. They slipped between the gaps in the battle line and lanced that

necromancer like a great kabob. Well, our regiment ran just as soon as

combat actually began. Quite humorous, really, as we didn't even see the

enemy army disintegrating behind our heels. But that tale is never told

outside the regiment, you hear?"

One of the great advantages of skirmishers is their ability

to get behind enemy battlelines without having to out-flank the enemy.

Once, a battleline has been set and the combatants are engaged in hacking

and slashing, race the skirmishers who always double pace and take precious

little room right through the gaps in the battleline. After all, your

opponent has to leave some space between his units. War machines, lone

characters and shooters beware!

#2 Distracting the Rear Rankers. . .

"There were just too damn many of them. For every rat we killed, 10 came up

from out of the sewers. We would never give up our home! Our cavalry,

while hitting hard, was being pushed back by the sheer number of mutants

pouring forth. Not able to break the enemy with the brunt of a charging

lance tip, the cavalry was doomed to perish. Thank Ulric for the Kislev

Horse Archers who decided to harrass the enemy's flanks. They could do

precious little damage, but had no need. You should have seen the Grey

Seer. He was sure the enemy would either have to fight his swarms by

charging front or flank. You would think he had gone mad when he saw his

troops turn and try to catch the horse archers, who merely wheeled far

enough away to avoid them. Without their strength in numbers it wasn't long

before the rats were being chased down by the glory of the White Wolf.

The charge of the skirmishers is one of the most misunderstood tools

available. The skirmisher need only see the target with one model, and only

one model need be able to reach the target, for the

skirmishing unit to have an effect. This includes breaking the enemy's

ranks, as well as getting a flank bonus. Of course, a risk of this is that

it leaves your skirmishing unit straggled out as an easy target for his

counter charge. To protect yourself, pin the nearby units with another

charge. This is particularly important when you charge between a pair of

your enemy's units. Why? Well what does it matter if you break his rank

f the counter-attack is sheer slaughter?

#3 At the Double, March!. . .

"And then the sergeant started swearing, 'Where in Sigmar's name did THEY

come from?'"

A skirmisher can move at double normal pace whenever you want, even when it

starts within 8 inches of an enemy unit. This means

that your unit can get close to a foe, then dash through the gap and set

itself up for a charge into flanks and rears of forward units as well as

making the enemy's deployment an uncomfortable place for his mages.

#4 Masters of Terain. . .

"Sssssilly tree huggerssss, plinking at ussss with their ssssplinters. They

seemed to barely move when chassssed by my sssskinks. Hmmm. Lovely

patternssss, the blood in the leavesssss..."

Wood elves are outclassed in the woods by many of the

skirmishers. These forces laugh at difficult or very difficult terrain.

Crossable rivers and woods might as well be open terrain. Your skinks will

do to them what they have done to so many, ignoring the trees to chase down

slower foes. Just as dangerous, your skirmishers can start in the woods,

safe from flyers and shooters, and charge at an opportune time with no

concern for range reduction. Your enemy will start to hate anything but an

open field.

#5 Roll Up the Barrel

"Yes, we taught them, we did. They'd lined up their massive blocks of orc

and black orc, filling the vale with their green skins. And they laughed

and marched closer to our seemingly fragile citizen levies while our small

troop of

Ellayrian Reavers blessed with our finest heroes moved off to their sides

almost before the battle begun. And then we struck. Slam! into the flank

of the first. The heroes of Ulthuan vs. common black orcs. HA! And as they

broke, into the second, and the third, and on until all that could be seen

was the backsides of the few survivors, fleeing for their miserable lives..."

As you've already seen, skirmishers are some of the

fastest troops on the board, able to get behind enemy lines or to an enemy's

flank in almost no time. And this gives us a tool for combat which is almost

overwhelming. Remember, fleeing troops turn DIRECTLY away from their

attackers and flee. If a skirmish troop gets to the flank of a set of units

on line, it can cause your foe to break down and cry. As the skirmishers,

possibly beefed up with a stronger character, charge the first troop in line

in its flank, they break it. After all, when attacking a flank the

skirmishers completely avoid attack by the enmey's characters! What with

broken ranks and combat bonus from attacking the flank, you can count on the

enemy fleeing. And where will he flee? Straight through the unit to its

other side, and the

skirmishers follow into that same unit's flank. This will continue until

the skirmishers finally run into troops they are pursuing, or there are no

more troops, or they fail to break a foe. A fun twist is to charge his

cavalry in the flank with skirmishing infantry as you will eventually catch

them, but usually after several more units break. Panic tests are great fun

for the enemy as well.

B. Parting the Waters.

This is a variation of Roll Up the Barrel. In this situation, you've got

your main units moving into close combat with your foes' forces. Your

skirmishers, instead of being to the flanks, are behind

your center two main units. Your main units declare charges straight ahead.

Your skirmishers, though, charge at an angle, with the left skirmisher

moving into the inside flank of the right center foe, and the right

skirmisher moving to the left center foe. Considerring you will be

attacking with rankedinfantry regiments, parting the waters, quickly breaks

the enemy's ranks, gaining a combat advantage for flanking, and almost

ensures victory in combat. This time, when the foe flees, he does so at an

angle away from the two units in contact. If you have moved your forces

correctly, taking advantage of your 2 inch spread, the pursuing

skirmishers will clip the flank, and therefore charge the flank of, the next

unit in line. This will not continue as far as rolling the outside flanks,

but is harder to foresee, and breaks open the center of your foe for the

rest of your army. You always want to break the center unit first because

the 12" panic test usually covers most of the enemy's blocks of troops!

Your enemy will never think of the skirmishers hitting his flanks from

behind your infantry regiments and he will quickly learn of the benefits of

keeping the general and standard bearer nearby!

#6 Come and Get it if You Can. . . .

"Yesssss. Their whipsss did them no good. It wasss a good phrasssse of

power we learned. It went....."

Commmmmme and Getttt Itttt. Skirmishers can eliminate the frenzied troops,

often the pride of your foe's forces, with almost pitiful ease. Skinks, for

example, can draw flagellants into a march, where they will never catch the

little lizards. They won't be in the battleline, and probably will never

join the battle except as targets for the crossbows. After all, moving at

half speed can make leaving a swamp an endless proposition, especially with

no march because the lizards are sniping away from just a few inches away, .

This is particularly humorous if the skinks can keep them moving in circles,

always in the swamp.

#7 Nyaaah Nyah Nyah Nyah Nyah. . .

A variation on Come and Get It, If You Can would be to start your shooting

skirmishers in the rough terrain, shooting away. For your foe's troops to

charge them, they must get uncomfortably close. And when he finally

charges, your skirmishers flee, secure in the knowledge that the foe will be

caught in briars, branches, and other unpleasantness, while you reorganize

and begin your taunts anew. Do you know how many turns it takes dwarves who

dare charge into a swamp to turn around, get out, and be useful again,

especially if they can't march?

#8 Nowhere to Go.

"Oh, that was a bad one, it was. There were so many orcs all you had to do

was put your spear out and one'd run onto it. A man can only take so much,

you know, so we turned around, and saw troops to our left and troops behind.

Our only escape was to the right. We got away, but those orcs chasing us

hit our Lord's cavalry right in the flank. I couldn't decide if I was

shamed that I'd led to his death, or thankful it warn't me..."

 

 

One of the great advantages of skirmishers is that they

can get behind an engaged battleline. Why is it so useful? Consider that

if a unit flees combat, it must avoid enemy troops. So if before combat

begins you move your skirmishers so they are on the rear and one side of the

enemy in combat, keeping their inch of separation, you have forced the

direction of flight when the foe breaks. Which means you have selected

where your block of infantry will end, or perhaps even gets to start rolling

the line themselves. Now you are sure that the enemy will take multiple

panic tests.

Next Lesson: "Thalandor came here the other day after the Battle for the

Pine Craigs. He taught that necromancer the finer points of Air Superiority".

I hope you enjoy these articles. I may have my METT-T articles edited by

Kirklin (assuming he will!), his writing is much crisper than mine. The real

kudos are his.

Rich

 

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