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Made in us
Excellent Exalted Champion of Chaos






Lake Forest, California, South Orange County

A few general strategy questions regarding melee characters.

If your WS is fairly high(6+), is it better to go with +1 to hit(meaning 2's against most regular troops) or would more Strength be better overall assuming a character base S5?

Taking that into account, if you are WS7, S4, 4A then would it be preferable to add more attacks or go for more Strength?

So really what I'm asking is a priority ranking for +1 to hit, +1-2S, or +2A.

I've always written characters to capitalize on attack volume, as it seemed to make the most sense, but I have no math to back up that idea.

Trying to figure out how to best kit out a Pegasus Dreadlord in the new DE book. Or would he be better served on foot with a hero on Peg?

"Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! ... It’s become the promotions department of a toy company." -- Rick Priestly
 
   
Made in us
Pulsating Possessed Space Marine of Slaanesh





Florida, USA

The biggest question to ask yourself is what the purpose is for your character. Targets can vary greatly, and I have yet to find a character that can be readily called a "master of all combats". Some are great at killing mages, some shred basic infantry in droves, some go monster hunting, etc.

Also, try and keep in mind what kind of magic you plan on running. If none of your spells augment character stats, that needs to be taken into account just as much as if your spells can increase your characters potency.

For some basic priority ranking, consider the following:

If you're looking for a character that can slaughter basic infantry ----> number of attacks > chance to hit > higher strength > survivability > movement speed
For a mage hunter -----> movement speed > survivability > number of attacks > chance to hit > higher strength
For a monster hunter -----> higher strength > survivability > movement speed > number of attacks > chance to hit
For a dueling champion -----> higher strength > survivability > number of attacks > chance to hit > movement speed

General ideas to go by, with stats on the left being more important for that particular role than stats on the right.

----Warhammer 40,000----
10,000  
   
Made in us
Crafty Bray Shaman




NOVA

Apioch has given some pretty comprehensive advice there.

What I have to add is this: I like to equip characters to fill roles that the unit they join (if they are doing so) cannot. If I'm in a unit of Chaos Warriors, my characters are kind of forced into the dueling champion role, so I prioritize Strength and durability. A Dreadlord in a unit of AHW corsairs (or WE, for that matter) should focus on Strength in case they get stuck in with a unit with good armor saves to help punch through that armor. Likewise, a character in a unit with high strength attacks should focus on number of attacks and + to hit in the event they get stuck in with a mass of infantry; this puts them in the 'slaughter basic infantry" role that Aipoch described.

Well, there's my opinion. YMMV.

 
   
Made in us
Excellent Exalted Champion of Chaos






Lake Forest, California, South Orange County

Excellent points! Thank you both!

"Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! ... It’s become the promotions department of a toy company." -- Rick Priestly
 
   
Made in us
Stoic Grail Knight






Yendor

I think it really depends on the character. I agree that survivability is paramont. Since characthers will always be on the front lines, and enemies can always direct attacks at them, inorder for them to continue beating, they need to survive. Unless its a dirt cheap Night Goblin Boss with a Great Weapon or other somesuch, if you want your combat character to contribute consistant combat resolution he cannot be dieing easily.

As for weapons, I generally go with the base strength of the character to start.
On a high strength character (s5+) generally I will want either more attacks or more accurate attacks.
- Sword of Swift Slaying for instance gets a huge mention, as ASF often includes re-rolls
- Sword of Striking is great, it is statistically as effective as the sword of battle when you would normally hit on a 3, and it becomes more effective when you would hit on a 4 or less.
- Also note the Potion of Strength, if your S5 Characters is relying on his base strength, having the potion can be handy for when he needs a boost for a little bit.

For Lower Strength Characters (s4 generally) I tend to push for strength, unless they have another purpose. s4 tends to be pretty mediocre. The big exception is the Bretonnian Lord with Heroic Killing Blow, because the goal is to trigger HKB.
- Sword of Might is a good hitty option to get up to a more respectable s5 and the Ogre Blade / Giants Blade are popular choices on Elves who benefit from ASF to improve their accuracy and get thier lumps in quickly
- the humble Great Weapon or Lance can even work quite well. They are typically really cheap, gives you +2 strength, and leaves all 100 points of magic items open for defensive and support gear.


EDIT: OFC this is just a broad overview, and makign some sweeping generalizations. Obviously most of the armybooks have some unique special rules and magic items that will effect the decision of what gear to give yo dude!

This message was edited 1 time. Last update was at 2013/10/08 18:38:08


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
 
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