|Topic Review (Newest First)|
|05-12-13 02:06 PM|
|falcoso||Yeah I was thinking of doing that with the modular trays and just not glue the rim on, so I can swap them around|
|05-11-13 05:11 PM|
|Dave T Hobbit||
If your skill is up to it then making two 5-wide trays, one with a very thin rim on the left and one with a very narrow rim on the right, would let you swap between 5- and 10-wide.
Depending on what tools you have you can buy plastic or sheet metal that is thin enough to not create a real gap.
|05-10-13 08:40 PM|
|falcoso||Another question, what would be the best way to rank up archers as I am making my movement trays. If I have a musician, I was thinking make the ranks as wide as possible (10 max) so then I don't have guys at the back out of range and then reform when enemies get too close into ranks of 5 like with the warriors. Then again with arrows of asaph I can just move closer anyway without any problems.|
|05-09-13 07:39 PM|
|falcoso||Yeah I think I would only bother if I had a character i needed to keep out of a challenge or an enemy I wanted to keep in|
|05-09-13 07:03 AM|
Every 'other' round... you can't raise the champ back in the enemy turn
But yes, I had actually forgotten about that and had been speaking more generally about command. For champs in an undead army its certainly a nice little boost, but I don't think it would make them an auto-choice if I ran an undead army.
|05-08-13 11:15 PM|
Originally Posted by Tim/Steve View Post
Also, on champions and using them to protect other characters - remember that champions are the first models brought back when raising. So you can theoretically get the enemy char stuck in a challenge every round while your blender character hacks away at the other troopers.
|05-06-13 01:40 PM|
Agreed. Unit champions are not worthwhile for the extra attack (or +1BS) but they allow you extra options when you have characters in the unit. Musicians are also something you need to think about whether you need or not: on a shooty unit they're worth it for swift reform to shoot at awkward targets but other then that I only really take them on tough units that don't do much damage (ie units that are likely to draw a lot).
On a big tarpit unit like skellies the musician is almost useless: you'll normally get beaten by a lot so musicians won't come into it... and if you do happen to draw a combat losing by 1 because you have no musician is insignificant.
|05-06-13 12:10 PM|
|Dave T Hobbit||
I never include a unit champion for the extra attack.
Championsd can be useful sometimes: if you are putting a squishy character in the unit it can give protection from challenges; conversely if your character is very killy it can stop them getting stuck in a challenge that wastes most of their attacks.
|05-06-13 10:29 AM|
|falcoso||Fair enough, I was also thinking there would probably be no point in giving them a master at arms or a musician because I could put in another 5 guys for that and get another rank in, all I'm paying for is an extra attack and it will be rare that they draw combat would it not?|
|05-05-13 11:04 PM|
Originally Posted by falcoso View Post
I think that no matter how many skellies are in the unit you probably only ever want to be using it 5 wide. That'll give you as few model in B2B with the enemy as possible and limit the damage you'll take. With that thought in mind taking HW+shield is the best plan as it makes them the bet tarpit unit you can.
Hoarding them up and giving them spears makes them a half decent attacking unit but that'll only be effective against weak enemy units. Also the spears are only really helpful in prolonged combats since you can't use them if you charge (and if the enemy charges you chances are they're confident they can beat you anyway).
Overall- I think it depends what you want the unit to do. If you want a tarpit then build them as such, if you want them to be able to put out a relatively high degree of damage take a hoard and spears (but skellies are never going to be devastating).
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