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Made in nz
Heroic Senior Officer




New Zealand

Is it even worth getting a regiment over a troop of archers?

You get more staying power and 2 extra shots but have to pay more points.

It just doesnt look worth while (except the regiment unlocks troops etc) on ranged units.
   
Made in gb
Is 'Eavy Metal Calling?





UK

In general, no. Two Troops will usually serve you just as well if not better, and the fact they're easier to destroy can actually help; put them in front of your lines if you're playing defensive, and when the enemy close you use the Archers to blunt the initial charge- they'll almost certainly be destroyed by any decent CC unit, which you are then free to counter-charge with your own second rank.

 
   
Made in nz
Heroic Senior Officer




New Zealand

 Paradigm wrote:
In general, no. Two Troops will usually serve you just as well if not better, and the fact they're easier to destroy can actually help; put them in front of your lines if you're playing defensive, and when the enemy close you use the Archers to blunt the initial charge- they'll almost certainly be destroyed by any decent CC unit, which you are then free to counter-charge with your own second rank.


Exactly what I thought. But I have only played 1 game and was wondering if there was more to the story.

Any advice like this for the rest of the game?

I have to build a 28mm force to join the tournament so I want to make sure I have a decent list for that.
   
Made in gb
Is 'Eavy Metal Calling?





UK

There's quite a few tactics threads in this forum that are worth a read; most of it still applies even between editions.

A few general tips though, from my admittedly a bit limited experience:

Have a plan for each unit. Small Troops of CC unitsmight not seem great, but if they can blunt a charge to allow your hard hitters to get the first shot then they do their job. Similarly, larger units can be ungainly, but require consolidated effort from multiple units to kill, meaning the enemy will have to commit to taking them out; you can use this to set up flank charges, and even though you can now reform to face side attacks in your next turn, the enemy then has to choose which unit to take in the flank, as they're going to have to deal with attacks on two sides.

You then to think about this from the other side; have units ready to cover your own flanks, react to attacks and set up traps for unwitting opponents. You really can treat it like Chess and do well; piece trading is a big part of the game, as is trying to stay moves ahead and covering your units wherever possible. The only thing you need to consider with that approach is the game length; unlike Chess you can't take 3-4 turns to set up a move when there's only 6 in the game, so sometimes you do just have to go for it.

 
   
Made in gb
Regular Dakkanaut




UK

The regiment unlocks other units. The troops don't which is one difference.
   
Made in gb
Dakka Veteran




The 2 main things are 1) Regiment unlocking other unit types and 2) Ranged Magic items are generally more useful on bigger units.

The first one you may find to be a big deal, but it's very dependant on what else you want on your list ofc.
   
Made in nz
Heroic Senior Officer




New Zealand

MaxT wrote:
The 2 main things are 1) Regiment unlocking other unit types and 2) Ranged Magic items are generally more useful on bigger units.

The first one you may find to be a big deal, but it's very dependant on what else you want on your list ofc.


Yea first one doesn't bother me but I never considered the magic. If I was to do a ranged list I would consider it, with my current blocks of troops set up i think smaller annoying ranged units is key.
   
Made in us
Been Around the Block




If you have the number of troops/heroes/monsters/warmachines already unlocked, go with two troops.

Each unit wounded in the fire phase is one more check that has to be rolled (and possibly failed).

Nothing hurts more than setting up for a perfect charge and failing a roll from 1 point of bow fire and having the unit stand there and get charged first.

Viable tactic... but with everything Mantic, when it works. There are no "gotta have" combinations or heroes or warmachines in KoW.

Respectfully,
That Lee guy
   
Made in nz
Heroic Senior Officer




New Zealand

Cheers guys.

I was wondering if anyone could review my list?

We play 1500 points (I am 5 points over but no one will mind unless you can see a way to cut down on 5 points).

This list is Samurai themed using wargames factory models.

Kingdom of man

Pole-arms Block Horde
Pole-arms Block Horde
Beserker Troop
Beserker Regiment
Beserker Regiment
Bowman Troop
Bowman Troop
Arquebusiers Troop
Knights Troop
Ballista
General on horse
General on Horse
Wizard no upgrades

I feel like I lack cavalry so will have to rely on marching forth.

With very inspiring I feel like I do not need 3 generals. With them on horse and very inspiring I should be able to keep them where they are needed.

Mage is there to be a pain to the enemy.


I do have a lot of troops though, as long as I can prevent them breaking before they reach the enemy I think they will be a headache to deal with.

Advice or tips?

This message was edited 1 time. Last update was at 2015/07/23 21:40:45


 
   
Made in us
Posts with Authority






Something to bear in mind - having only one Very Inspiring leader is painting a big target on his chest.

Two looks about right.

The Mage... I have found useful as an assassin - aiming at that big target I mentioned above. (I have not used one in KoW2 yet - there were all sorts of ways for killing characters in KoW1.)

The Auld Grump

Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
Made in nz
Heroic Senior Officer




New Zealand

Cheers mate, that makes sense.

Which is more useful?

The Ballista will be better against targets like the treeman however I noticed the rocket does D3 damage (that is potentially alot) for the same points.

Simply try them out?
   
Made in us
Longtime Dakkanaut




Maryland

I think fielding Troops of ranged units over Regiments is probably the better idea. Since they're supposed to avoid melee, having a lower Nerve isn't so much of a problem. And bumping them up to a regiment doesn't get them very many more attacks.

My 1500 KoM (based on GW's Empire) looks like:

-Foot Guard Regiment
--Helm of Confidence
-Foot Guard Regiment
-Spear Phalanx Regiment
-Spear Phalanx Regiment
-Knights Regiment
--Brew of Haste
-Arquebusiers Troop
-Arquebusiers Troop
-Mounted Scouts Troop
--Pistols
--Jar of the Four Winds
-Cannon
-Army Standard Bearer
--The Boomstick
-General
--Horse
--Ensorcelled Armor
-Wizard
--Bane Chant
--Fireball
--Heal
--Wind Blast

Maybe a little heavy on the upgrades. But the Foot Guard regiment with the HoM represent the "heroes" of the free company. The two troops of Arquebusiers can't move and shoot, but with 24" of range and Piercing(2), then can do some damage, especially if they focus on the same target. Brew of Haste means Movement 9 Knights. Jar of the Four Winds gives the Mounted Scouts 24" of range, and they can move and shoot with their pistols. The ASB and Wizard will hopefully stay back from the fighting to shoot at range or act in support, while the Defense 6+ General can ride around and either block units or get the flank charge.

This message was edited 4 times. Last update was at 2015/07/25 02:09:45


   
Made in nz
Heroic Senior Officer




New Zealand

Unfortunately I don't know what any Magic items do until end of August when our rule book arrives. So all my points bar 40 went straight into units.

I feel like I have a huge numerical advantage but I am not sure if I should think about magic times yet.
   
Made in us
Longtime Dakkanaut




Maryland

 Swastakowey wrote:
Unfortunately I don't know what any Magic items do until end of August when our rule book arrives. So all my points bar 40 went straight into units.

I feel like I have a huge numerical advantage but I am not sure if I should think about magic times yet.


The Kings of War 2 Easy Army list builder has all the magic items. If you want to learn what they are, select them in the list and then check the pdf.

   
Made in nz
Heroic Senior Officer




New Zealand

 infinite_array wrote:
 Swastakowey wrote:
Unfortunately I don't know what any Magic items do until end of August when our rule book arrives. So all my points bar 40 went straight into units.

I feel like I have a huge numerical advantage but I am not sure if I should think about magic times yet.


The Kings of War 2 Easy Army list builder has all the magic items. If you want to learn what they are, select them in the list and then check the pdf.


Ahhh that makes sense yea.

I will do that later then.

Are they worth it though? I feel like aside from some cheap ones it will probably be better to simply get more bodies on the field.
   
Made in us
Longtime Dakkanaut




Maryland

Well, once I get some games in I can probably give you a better idea.

But I think some of the items can be useful.

Helm of Confidence on a Footguard Horde (and I think that's what I'll have at 2000 points) means a fairly hard hitting, well defended melee unit that re-rolls failed routing tests.

Brew of Haste on my Knights means I can match the speed of other light Cavalry units, and out-run heavy Cavalry units.

Pistols on Mounted Scouts means they can move and shoot with no penalties, and have Piercing(1), but at the cost of a 12" range. A Jar of Four Winds increases that range back up to 24". So they're the War Engine and troops hunters, able to move in, skirmish at range, and retreat as quickly as most other units can move.

The Boomstick makes the ASB from a cheerleader into a Very Inspiring Wizard.

Ensorcelled Armor makes the General harder to hit (and he's probably someone you want to keep alive).

I guess it's a quantity vs quality thing - my troops are better in a straight fight, but I may have to worry about being outflanked by a larger army.

*At 2000 points, I keep the same magic items, but combine the Foot Guard into a Horde, add a Regiment of Mounted Seargeants with a Blade of Slashing, a Beast of War with a Ballista (Steam Tank), a Hero with Pipes of Terror, and a second Wizard, which lets me split the magic between the two. One gets a Scarletmaw's Fernulian Amulet (increases Lightning Bolt dice), and the other gets a Talisman of Inspiration (which makes him Very Inspiring). Unless I want to take an allied force of 500 points. Maybe a few halfling units?

This message was edited 3 times. Last update was at 2015/07/25 04:53:10


   
Made in nz
Heroic Senior Officer




New Zealand

I really like the idea of the "speed brew" so I might try fit that in somewhere.

I might tinker with them after a few more games well and see what can be done.
   
Made in gb
Is 'Eavy Metal Calling?





UK

The other thing I like to use magic items for in my Rings of War (KoW with LotR minis ) is simulating the effect of characters/Command stuff within units. KoW2 did away with Command models in units, but if your still want your banner or unit champion to do something cool, throw on a suitable magic item to just add a bit more personality to a unit.

For example, in LotR I like to run Cirion the Bold with my Warband of Osgiliath Veterans, in KoW I would use Foot Guard with the Helm of Confidence mentioned above to represent their fighting prowess and his legendary bravery.

 
   
 
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