Monday, January 11, 2016

2000 pts army list

Hi everyone!

I recently played a game and will be writing up a battle report soon but before i do that i wanted to put out my Army list that i used and explain some of the components to it.


foot guard regimentsword and board CS165
foot guard regimentsword and board chant of hate160
shield wall regimentsword and board100
shield wall regimentsword and board100
Knights regimentlance Caterpillar pot215
mounted scoutscarbines (pierce 1 18inc) brew of haste130
foot guard troop 2 hander95
foot guard troop 2 hander95
beast of warmounted ballista220
ballista60
ballista60
wizardlighting bolt +2 to LB75
wizardlightning bolt scrying gem80
wizardlighting bolt bane chant65
army standardwar bow of kaba55
army standardflying hammer55
arquebusiers hordebrew of keen eye270

Total points came to 2000 exactly.


My idea behind the list was to create a well balanced list which had at least 1 unit strong in each key component to Kings of war game play and i like to think to general tabletop strategy  as a whole.

Anvil and hammer - this is a very old and effective stratagem, the basic idea is to have 1 unit hold an enemy unit in place so you hammer and hit it hard and kill / rout the enemy unit, this kind of tactic offers more control but can be spotted by your opponent early on. To use this tactic i included 2 regiments (20 men strong) of shield wall infantry, 
these are to any non KoM lovers basic defensive infantry with mediocre stats but a high defense relative to there low cost they will not do much damage nor can they take a huge amount of it either but they can take more than other basic infantry holding out for 2 turns against most foes, the shield walls act as, as the name suggests, my anvil to hold infantry in place. 

Foot Guard troop with 2 handed weapons - these guys are still somewhat cheap in the grand scheme of things and pack a good punch though they lack surviability which is why they match very well with the shield wall allowing a counter charge alongside the shield wall unit (assuming it survives) to batter its foe into submission.

chaff  Chaff units are units that specialize in disruption and high mobility, being able to run around flanks and get into the enemy back line  to kill off weak units like warmachines or to use as a sacrificial unit to set up a juicy counter charge.
For this tactic i took 1 unit of mounted scouts with carbines, the reason i took this upgrade on what people call a "throw away unit" is simple, the unit does more ranged damage with carbines and becomes a bigger threat making it much more tempting a target to charge and get rid of before they get behind enemy lines and as long as i have a counter charge waiting the point cost/gain ratio normally lands in my favor.

Come to me - this tactic works off the premise of having good enough ranged firepower that your opponent will have to advance towards you or be shot to death, very simple take units with ranged attacks and i took them in spades making the list a little gun heavy i admit.
3 warmachines with an additional 1 on the warbeast and a horde of heavy rifles with +1 to hit dish out a considerable amount of damage and then you add in 3 wizard with a 24 inch lightning bolt for added ranged death goody-ness. This tactic comes with a major drawback and 1 you will need to address or have some kind of backup plan, simple put, they suck in combat, the warmachines just die instantly the heavy rifles being a horde makes them last longer but not much and with the disorder rule they cannot fire back against there attackers after 1 round of combat(if wounded ofc).

My defense agasint this was a general all purpose unit that was above average in stats so they could stand toe to toe with most foes long enough and do enough damage that the fragile back line had enough time to earn there large points invest back, these "hold the line units" for me come in the form of Footguard regiments with sword and board, with a good defense good damage output against medium armored units meant they could tackle most things that got to my back line(excluding fliers).

Pincer - This tactic works off the premise of forming a pincer like movement around an enemy unit and hitting its exposed sides, in KoW you get double attack to the side and triple to the rear making this a very worthwhile tactic to try and employ. To fulfill this role i took 1 unit of Knights with the potion  that gives pathfinder(ignore terrain and its penalties) which gives much greater mobility on a unit that needs to get the first charge. Knights hit very hard and can break a lot of units that have suffered minor damage from your shooting and even units that are fresh, with a high movement they can also enable the pincer tactic with much greater ease than infantry and other slow moving targets.

Drawbacks of this tactic is that it is hard to pull off, your enemy will try to cover there flanks as best they can and even if you make it into contact with the enemy you need to pick the right target, hitting a tarpit unit dealing a lot of damage but not breaking it will result in counter charges into your own pincer units flanks which is bad news!

Brute force - Hit them as hard as you can and hope! a very obvious tactic i agree but it can work and sometimes you opponent does not expect it, you charging in guns blazing leaving you open to counter charges and the like. To make this tactic work you will need a very hard hitting unit, My knights or my warbeast suit this role well but this alone will result in failure most of the time as cunning generals will do the math as to how much a unit can take and allow them to be charged by such brute force units, to answer this you need a wave of alerting there damage output so they become less predictable, bane chant works wonders here allowing the unit it is cast upon to wound easier.

1 more important part to this tactic which unless you are desperate is to only charge headlong in when you can cover your flanks hitting them in the face over and over is not a bad idea unless your unit gets counter charged in the flank and killed off much quicker than it should of been,

Drawback - you are relying on solely on damage output and not on positioning or reinforcements, choose wisely when you bash there face in or you may find your own head is the real target.

Support not so much a tactic but part of list building, army standards give re-rolls on rout tests making them critical in keeping your army in together when they bring the hurt, being KoM we gain 3 extra inchs of range allowing us to reduce the number of inspiring units we need, i find 2 to be on the border and i am considering taking a 3rd.

I hope this was informative and fun to read and please let me know what you think, if you agree disagree !

Battle report comming soon i promise!


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