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Glad it was helpful for you! We have been talking about doing more guides recently. For battle talking about formations, positioning, and how it is best to encourage the enemy to come to you (break there artillery!). Also some world map stuff, starting with basics.
As a quick front line tip...
- Positioning is key, If you can, try to find terrain to put to a flank. This will encourage the enemy to "blob" on one side.
- Use your strongest defenders on this side where they will blob.
- Try to make a V with your troops. Then you can shoot over the heads of your lads with archers into enemy kidneys, or charge lads in to there side if no more infantry are running in (Just be sure to hold melee until they are all in).
I believe you can play many of the factions is a more diverse way than you are describing, especially when considering allied recruitment. Even though the guide doesn't state any form of play style specifically, there is nothing to prevent you taking this information and playing in your preferred way for each faction.
With Greenskins recently I've had a lot of fun with a Night Goblin Warboss (to buff the Gobbos!), leading an army with a Goblin Big Boss, Goblin Shaman, 6 Goblin spears (armour scrap upgrade), 6 Goblin archers (heavy ammo scrap upgrade), 2 Goblin Rock Lobbers, 2 Goblin Wolf Rider archers and 1 Skaven Warp-fire Throwers. I have actually been playing them in a defensive manner, drawing my enemies to me, crushing them under my gobbo rocks!
While not the most powerful army, it is super fun and super cheap!
Thank you for taking the time to read and post!
I would say that taking this approach with any faction will take you far, though I appreciate there are some faction specific things that aren't mentioned.
We wanted to make a guide that would allow folk something to use until we have finished making specific faction guides.
I disagree with your view on line troops. If used properly they can be the backbone of your army, though they won't carry it. Some factions' frontline units, like Vampire Counts' Grave Guard, can fight like legends. Generally speaking you want them to hold the line until your damage dealers can come and mop up, think of them as tar pits to slow down the enemy!
I would also point out Bretonia can buff there units, due to stacking armour from armouries, allowing them to build in power with your faction.
It's also pretty unreliable - I've seen cavalry archers not start running in time to escape charges from slower cavalry.
It's rarely correct for ranged to be running rather than firing, unless they're skirmishers. Even when one squad is dived, you're usually better off holding still and having the other ranged units shoot into whatever jumped them than running.
Plus, it's confusing for new players when they try to control units in skirmish mode, because skirmishing units will ignore orders and run when and where they want to.
Focus fire: a good idea, we'll make a mention of it!
@soulmindproductions Thank you very much for your feedback! Regarding the second half of your comments...
Skirmish: we should definitely mention it, but I disagree that it's generally useful. It makes your line archers panic and retreat from enemies which will never reach them through allied infantry, and it can cause skirmishers to freak out uncontrollably when they're being approached from multiple angles, and run towards other enemy units.
RE: Formation
Without going to much into gun positioning and formation, we felt this was a solid starting position. A guide on formations is to come! We wanted to separate that guide, as it will also cover terrain which can affect placement.
Spears in reserve is important to protect from cavalry and large stuff. By holding those positions, you can take short, direct routes to intercept the faster units.
It also keeps healthy/fresh troops for extended combat if needed, so they can plug any gaps that show up in the front line.
Thank you for taking the time to read and comment, super informative!
RE: Gun positioning.
With them being placed as they are, I would push through my front lines in a long thin line to save on time. After which, use column to move to the edges and shoot the enemies in the kidneys!
Checker-board is a good strategy, but prevents line spells from wizards being as effective. Line spells can rack up a lot of kills! I would however say I do checker-board with Vampire Coasts gunners and ghosts or vampires due to the melee's low model count
Given the opportunity, I'd put a rock to one of my flanks to prevent the enemy getting around, then leave a gap on that side (around a squad or 2 wide). Place the lord in the centre of the gap, and the guns a short distance behind him.
This allows your guns to shoot at tons of enemies around you one lord. This works especially well for flame units!
Especially - non progression for some factions (Bretonnia, Empire etc)
Some factions are jack of all trades (High Elfs, Lizardmen, Tomb Kings, Wood Elves, Skaven), some are defencive (Dwarves, Pirates), some are only "aggressive" (Greenskins, Dark Elvs, Vampires, Demons, Norsca)
Your composition is only good for Empire, High Elves, Cathay, maybe dwarves.
- Maybe the concept of "focus fire" (e.g. to take out a lord or monster) also needs to be covered