| BATTLE BANNER | ||||||||||||||||
| The tide of war rages, and the armies of warhammer rally under the battle banner | ||||||||||||||||
| Vampire Count Warfare | ||||||||||||||||
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advancing troop. If the enemy charges your infantry in front of them instead, then your knights should most likely be free to reposition themselves for a rear charge against the enemy line.
Black Knight�s can also be used as bait to lure the enemy into a trap. Most player would rather charge his unit into the black Knights then the other way round, so why not let them have what they want? So instead of making the charge, let the black knights take the charge and full fill the wish of your opponent, but not before positioning them in a favorable position for a counter charge. Remember, Black Knights too are unbreakable. � Black Knights: The Medium Calvary Barding is good for the Black Knights, giving them the 2+ armor save which all Calvary needs, allowing them to last longer in battle. Of course, 14� is already a decent charge range for most heavy Calvary but how many times have you wished that if only they can move faster, that decisive charge you had planned earlier would have won you the game or save it. That�s when the medium Calvary of the Undead, Black Knights without barding comes in. By sacrificing 1 point of armor saves, the black knights can now march with a speed of 16� and still charge with strength 6. At this speed, not only can you get to your enemies faster, but also you can move to a better and more tactical position faster. Other than that, the black Knights now out match most opposing heavy Calvary that has only 14� charge range, the black knights are also able to match the charge range of equally fast heavy Cavalry e.g. Bretonnian Knights and silver helms, cable of protecting your flank against these highly mobile adversary. You will be surprised how that extra 2� for charging and marching can really work your plans when the pressure is now on the opponent. � Dances with Dire wolves Speed and mobility is essential when it comes to attacking a gun line, and this is what dire wolves excel in with their charging distance of 18�. A better and more effective way of charging the gun line would be to move them fast toward the flank rather than a head on charge, unless they are used as screens for the black knight or other units. But when there are no gun lines or war-machine, the dire wolves has other rolls to play too. Dire wolves are fast Calvary, with the free reform rules they are capable of moving around their enemies with east preparing a flank or rear supporting charge for their fellow undead, but it is not advisable to charge them alone into any units of infantry unless that unit is weaker, smaller and lightly armored. Using dire wolves as a charge diverting unit against powerful enemies may seems too expensive at first since we can always raise new units of zombies and skeletons, but we forgot that there is always the unseen factor of miscast and the possibility of a heavy magic defense the opponent�s may possess. So it is always safer to have one or more units of dire wolves in handy early in the game for such a purpose, no dire wolves is too expensive if it�s sacrifice can win you the game or save you from a disastrous charge on your flank/rear. |
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