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Warhammer Tactica 8

By
Nathan Veerasamy

This book is completely unofficial and in no way endorsed by Games Workshop Limited.

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Foreword

This book has to be paid for before you read


it.

The nominal payment of 2 can be made by Pay Pal to the author.


PAYPAL Email nathan2005@ntlworld.com
If you have stumbled upon this book by chance then please pay via PayPal.
This book has been published out of charity. The payment of 2 is miniscule
but will be aggregated and given to charity annually. A copy of the receipt from the
charity will be provided, on request from any buyer.
If you genuinely cannot pay, then please do something for charity instead and I
shall consider that payment has been made.
Thank you for your contribution
NV

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1st Kindle version 30 June 2012

Acknowledgements
1) Brian Sinn (Mr Malorian) for his comments on the book, producing the video and
publicising the book on his YouTube channel
2) Steven Catarassa for editing the Contents page
3) Michal Boltz for publicising the book on his website and amongst his fellow
Warhammer players in Poland
4) Emiliano Javier Di Liscia for various edits

Thank you for your kind help and support

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CONTENTS
1. ARMY LISTS

RATE OF SLAYING
1
RATE OF DEPLETION
2
UNIT SIZE
3
FORMING THE ARMY LIST
6
COMMON PRINCIPLES
6
ANALYSIS OF APPENDIX 2 AND 3 FOR EACH ARMY
Beastmen
12
Bretonnia
15
Daemons
18
Dark Elves
22
Dwarfs
25
Empire
28
High Elves
30
Lizardmen
32
Ogres
34
Orcs & Goblins
37
Skav
39
T Kings
42
Vampire Counts
45
Warriors of Chaos
51
Wood Elves
53
THE EFFECT OF CHARACTERS
55
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2. SOME BASICS

56

CHOOSING THE RIGHT SPELLS


56
ORDER OF DEPLOYMENT
56
TYPES OF DEPLOYMENT
58
Standard Central
58
Two prong flank
59
Refused Flank
60
Weakened Flank
61
Abandoned Flank
62
Chequerboard and Screens
62
Gun lines
64
Gambit deployment
65
Defensive bubble
66
POSITIONING THE GENERAL, CHARACTERS AND THE
CENTRE
66
MIN. GAP BETWEEN FRIENDLY UNITS AT DEPLOYMENT
67
DEPLOYMENT AND TERRAIN
68
Cover, LOS and exposure
69
LOS and unhindered movement
70
Combat and Terrain
71
Buildings
71
STUPIDITY & ANIMOSITY
72
RE-DEPLOYMENT AND CLOSEST PROXIMITY COMPARISON
73
FORMULATING A GENERAL STRATEGY
75
CHECKS BEFORE CHARGE DECLARATIONS & MOVEMENT
76
CHOOSING THE RIGHT CHARGE RESPONSE
78
SPACE AND MAXIMISING MANOEUVRABILITY
81
Why is space important?
81
Increasing your space and reducing the enemys
83
Denying space to prevent/weaken charges
85
ADVANCING LIMITATIONS AND RETREATING
86
COMBAT AVOIDANCE
88
INCREASING ATTACKS
91
REINFORCING A WEAKENED UNIT
92
SLOWING DOWN THE ENEMY
92
March blocking
94
GENERALS POSITION AND RALLYING ORDER
95
CASCADING MASS PANIC
95
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ARMY

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SHOOTING BASICS
Move or Shoot?
98

98

Concentrated shooting and Target selection

99

Rounds of available shooting


Effective Shooting Range

100
100

Terrain and shooting


Shooting while in Cover

99

102

WARMACHINES
102
DEFENDING AGAINST SHOOTING
104
Using Large units
104
Multiple unit exposure
104
DEFLECTING/DIVERTING CHARGES
107
LURE AND AMBUSH
109
RESPONDING TO LURES
110
ANVIL AND HAMMER
111
BEHIND ENEMY LINES
113
PLANNING PURSUITS AND FLEEING
114
Safe Zone
116
DECISIONS IN TURN 5
117
CHANGING TACTICS IN THE LAST TURN
118

3. MAGIC

120

HOW TO GET ALL THE SPELLS YOU WANT


120
HOW MANY POWER DICE SHOULD BE USED AND
WHICH SPELLS SHOULD
BE CAST
120
DEFENDING AGAINST MAGIC
123
POSITION OF WIZARDS
124
SELECTING SPELL TARGETS
125
MAGIC AT THE START AND IN THE LATTER HALF
126
CUSTOMISING THE MAGIC PHASE
127
SPELLS COMBINATIONS
128

4. SHOOTING

130

SHOOTING EFFECTIVELY
130
COMPARISON OF SHOOTING UNITS
130
HEAVY SHOOTING
132
SWIFT REFORM AGAINST THE GUN-LINE
134
SHOOTING BATTLE 1: BRETONNIANS VS DARK ELVES
SHOOTING BATTLE 2 BLOOD DAEMONS VS DARK ELVES
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136
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FINAL COMMENT ON HEAVY SHOOTING LISTS

5. COMBAT

145

149

USING APPENDIX 6
149
CHARGE OR NOT TO CHARGE
149
WINNING AND ANCHORING A FLANK
153
ANCHORING A WON FLANK
154
SACRIFICIALS
155
THE SACRIFICIAL CLIP
156
DEFLECTING CHARGES AND BLOCKING CHARGERS
SHELTERED FLEEING
160
FAST CAVALRY LURE
161
BLOCKING AND PREVENTING CHARGES
161

159

Position of the Blocking Unit


161
Safe Zone - revisited
165
Common block Preventing a wheel

166
Blocking the Wheeling Arc by 1
167
Wide unit versus the long unit
167
THE 4 UNIT PRISON
169
REFORMING BLOCK
172
COMBINING SHELTERED FLEEING AND THE BLOCKED CHARGE
PREVENTING COMBAT REFORM
175
DISRUPTING THE ENEMY FRONT LINE
176
LAYERED MSU DEFENCE
178
DOUBLE LURES
179
MINIMISING ATTACKS
180
COMBAT DECISIONS
181
TEMPT INTO A FAILED CHARGE USING TERRAIN
182
MULTI-WARHEAD FORMATION
183
USING BUILDINGS FOR COMBAT PROTECTION
184
BUILDINGS AND COMBAT AVOIDANCE
185
FAST CAVALRY DODGE
186
SACRIFICING CHARGES TO MAKE SPACE
187
THE STUBBORN COLUMN
189
Using Zombies
190
Using Dryads or Skirmishers
191
Using Changeling/Horrors orDreadlord/Blackguard 191

APPENDICES
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APPENDIX 1:
Toughness 3
Toughness 4
Toughness 5
Toughness 6
Toughness 2

193

193
198
201
202
202

APPENDIX 2
203
HOW TO USE THESE TABLES
BEASTS 206
Combat Rating per point 208
BRETONNIA 209
Combat Rating per point 210
DAEMONS 211
Combat Rating per point 213
DARK ELVES 213
Combat Rating per point 215
DWARFS 216
Combat Rating per point 217
EMPIRE 218
Combat Rating per point 217
HIGH ELVES 218
Combat Rating per point 220
LIZARDMEN 222
Combat Rating per point 224
OGRES 225
Combat Rating per point 227
ORCS & GOBLINS 228
Combat Rating per point 230
SKAV 231
Combat Rating per point
T KINGS 234
Combat Rating per point 236
VAMPIRE COUNTS 237
Combat Rating per point 239
WARRIORS OF CHAOS 240
Combat Rating per point 242
WOOD ELVES 243
Combat Rating per point 244

APPENDIX 3

203

233

246

Daemonic Instability Test 264

APPENDIX 4 - SHOOTING

265

APPENDIX 5 RANKINGS PER POINT


APPENDIX 6 COMBAT RANKINGS

276
284

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APPENDIX 7 REVISING THE POINTS SYSTEM


iii

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1. ARMY LISTS
Unlike my previous Warhammer Tactica for 7th ed, I shall begin by discussing army lists
and the basis for choosing units for a tournament list. In doing so, I shall first
concentrate on the combat phase. It is the most important phase because the average unit,
and the army as a whole, is subjected to far more rounds of combat than shooting or
magic. The other phases, magic and shooting are not being omitted but will be
incorporated later on. Typically there will be 1 or 2 units subjected to 1 or 2 (but not
more than 3) destructive spells. About the same number of units are subjected to slightly
more rounds of enemy shooting whereas 3 or so units will be fighting 4 rounds of
combat or more. Most of the other units at some stage will also be involved in combat.
Close combat alone accounts for nearly twice as many casualties than magic and
shooting combined, in tournaments. That justifies its primacy in forming army lists.
This Tactica is for 2250 Pitched battles in the main and ignores Special
characters unless they are upgrades. For 2500 or 2000 points or more battles, simply
scale up or down. Other scenarios other than Battleline or pitched battles will also use
most of these tactics suitably modified. I might deal with them in a future book.
You have to be fully conversant with all the main rules and the various army
book rules which I shall not repeat here for copyright reasons. In addition you will have
to know or refer to all the stat lines for all army units.
I shall start with 2 major considerations the rate of slaying and rate of depletion

Rate of slaying
This is simply how many casualties will be inflicted by a unit in each round of
combat. The first table of Appendix 1 shows the probability of inflicting a casualty for 1
attack at different Strengths (3- 6) on a Toughness 3 unit with different saves and either
lower or higher Weapon Skills. It will be evident as you read on that S7 or more is less
important. The other tables show what happens if the attacking unit has combinations of
Hatred, Killing Blow or Poisoned attacks and then comes the sets of tables for Stomps,
T5, T6 and T2.
By multiplying the value, in a cell in any table, by the units total number of
attacks, the rate of slaying is obtained. A few examples will illustrate this:
1) 20 Dark Elf Warriors vs 20 Saurus with HW (Hand Weapons).
Dark Elves strike first with Hatred. Looking at the table for T4 +H (against
Toughness 4 with the attacker having Hatred), Saurus have a 4+ and 6+W save while
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Dark elves attack at a higher WS. The table gives a value of 0.124. This is the number
of wounds per attack. Multiplying this by the total number of attacks, 11, gives 1.4
wounds.
Saurus attack back. Refer to the table for Toughness 3. Saurus have a higher S
attack and Dark elves have a 5+ 6+W save. This gives a value of 0.232. 16 attacks from
the Saurus unit will slay 3.7 Dark Elves.
Assuming for simplicity that the static combat resolution (called static CR)
bonuses are the same for both units, Saurus have won the combat by 3.7-1.4 = 2.3.
(Static CR is the sum of combat bonuses discounting wounds inflicted).
2) Clanrats, Zombies, Dwarf Warriors, Goblins or Orcs, Horrors, Ungors or Skeletons
vs Bretonnians Knights of the Realm
Referring to the Toughness 3 table, these units will slay 0.028 knights per attack or 35.7
attacks are needed to slay just one knight!
The above is an example of how the tables for slaying will be used to
evaluate how many casualties each of your units can dish out per round of combat. If the
number of casualties is high enough, then it will either eventually annihilate the enemy
unit or force it to take a break test; provided the unit itself suffers less casualties and is
not itself destroyed or breaks from combat.
Hence we come to the second aspect to calculate whether your unit itself can
survive.

Rate of depletion
At the end of each combat round, a unit is reduced by a certain number of
models. I have termed the probable number of models it loses per round of combat as
the rate of unit depletion. If 2 units are in combat, then the unit with a higher rate of
depletion should eventually lose all its models. The rate of unit depletion is integral to
determining whether combat will be won or lost.
In Warhammer however, the Break test speeds up the process of winning or losing
combat. It is more likely that a unit breaks before every model is slain. After breaking,
however the fleeing unit could rally and fight again.
There are therefore 5 factors which determine whether combat has been
effectively won
A) Rate of depletion (of your units)
B) Rate of slaying (of your units)
C) Ability to pass or fail Break tests
D) Likelihood of fleeing and escaping
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E) Rallying (safely) after fleeing.


(A) as will be seen later, is the most important factor and under the right
circumstance can overcome (B) and enhance (C).
The rate of depletion can be read from the same tables for slaying in Appendix 1.
Select a unit and choose a table with its Toughness and save. The tables are limited to
just Toughness 6 as units with Toughness 7 or more tend to be Monsters, most of which,
you will come to realise, should not be included in competitive lists.
Since the number of attacks can vary depending on the relative size of your unit
compared to the enemy unit, how good your chosen unit is will depend on the enemy unit
it faces. It is necessary therefore to calculate how your unit will fare against every
single enemy unit a permutation running into the hundreds. Appendix 6 has a list of
what is the probable outcome for the best 3 or 4 combat units of each army against 2 test
units. You can use this Appendix when you are fighting a battle to find out whether your
unit has a good chance of winning or losing combat and hence decide what each of your
units has to do when pitted against different enemy units retreat, charge, divert,
sacrifice itself, hide etc. There will emerge from these comparisons, units that are best
at slaying in combat and units that are best in lasting the longest. Units that can fulfil
both criteria are very rare so you will have to assign the either the role of slaying or
holding (small depletion rate) for most of your units. These units necessarily vary
depending on the stats of your unit.
Note that I am making a one to one combat comparison of units first. Multiple
charges and many to one combats are quite probable in Warhammer. Indeed several
(correctly chosen) units attacking a single unit on many fronts will ensure a faster
victory and is the basis of the more elaborate chapters on manoeuvring, discussed later.

Unit Size
If you do not enjoy calculations, skip the next few paragraphs to the emboldened
paragraphs.
The maximum number of attacks on a 5 wide unit is 50 5 attacks from the front
row models + 1 Support attack + 1 Horde Support attacks multiplied by 7 + champion.
The maximum rate of depletion per attack (from Appendix 2) is about 0.777. This gives
a theoretical maximum of 39 for the units rate of depletion. No unit is capable of this. I
shall instead use 17 (16.7 rounded up) which is the best figure from Appendix 2 and 3.
Since there is a maximum of 10 rounds of combat, we can then calculate the maximum
unit size. N.B. 11 rounds of combat is the theoretical maximum but this is only possible
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in the unlikely scenario that you have allowed your army to be charged by the strongest
combat unit in turn 2. Even 10 is unusually high and avoidable, so I shall use 9 rounds
as my maximum.
For a T3 unit - 9 X 17 = 153
Considering combat only, the T3 or T4 unit with no armour saves need to be
at least 153 strong, while the T3 unit with a 5+AS and 6+W in combat, needs to be
about 129 strong, to survive 9 rounds of one on one combat with an exceptionally
strong unit.
There are other modifiers to this figure additional attacks from characters by the
attacker, better armour saves of the defender plus casualties from shooting and magic.
I will deal with shooting and magic in more detail later. For now, it is only
necessary to estimate the number of casualties a unit will suffer from shooting and
magic. Since no unit can successfully charge in the very first turn, it will therefore be
subjected to at least a few rounds of shooting and magic before managing to be in
combat. Terrain, and other units will reduce the exact number of shooting rounds while
dispel scrolls and dispel dice will reduce the number of spells cast.
I shall assume a success rate in shooting of 2X 40 shots at BS4 and 1 template
weapon hitting the unit in the middle. Casualties from the template weapon will be
about 10 maximum and that from BS shooting about 20, giving a generous total of 30. It
is quite easy for some armies to come up with a list with more shots than this but that
will be at the expense of good combat units. Such armies can only perform well against
a select few enemy armies and will fail miserably against many tournament armies. You
could add a bigger total for casualties from shooting if you want to but then the
depletion rate in combat will be less (more shooting units = less strong combat units) so
it all balances out to the same maximum figure more or less.
Magic is a different prospect because of irresistible force but I shall assume that
level 6 spells have been dispelled or scrolled in the first turn. I shall also ignore (for
the moment) spells like Infernal Gateway which could wipe out a unit completely. A
highly improbable dice roll or more than one such roll could weaken an army so much,
that defeat is inevitable. There is nothing you can do against such ill luck, so I shall
make an estimate based on reasonably higher probabilities e.g. 2 D6 S4 magic missile
hits and/or one 6th spell hit on a unit. I can assume then that the number of casualties
from magic to be a maximum of 20.
This brings us to an estimate of the maximum unit sizes of 153+50=203 for no
saves and 129+45=173 for units with some saves e.g. a 5+AS and 6+Ward in combat :
Therefore the unit with no armour saves need to be about 200 strong, while
that with a 5+AS and 6+W in combat needs to be about 173 strong to survive to the
last turn, provided enemy units only engages it in frontal combat only and is always
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smaller in size. This assumes that the unit will pass all Steadfast break tests or is
Unbreakable.
This then simplifies defence strategy at 5000pts or more for some armies,
e.g. Skav or Orcs and Goblins. Simply have at least a few units of 250 and the
other units can be 200 or so models and pray that Dwellers Be low (or spells
affecting whole units) are not cast!
There are other factors to consider before you simply jump on this simplistic
formula:
1) Characters It is necessary to have at least one, to function as the general. They cost
a large amount of points while adding an additional 100 Victory points if slain.
2) Panic It is unlikely that such a large unit will Panic from >25% casualties but it
might Panic from a) Other friendly breaking units b) Spells or shooting that forces a
Panic check c) Friendly units fleeing through it.
3) Break Tests This is the more common way of winning combat. The difference in the
rate of slaying and deflection adds to combat resolution (CR) bonuses and makes it
more likely for a unit to break before it is completely wiped out.
4) The unit will be attacked on its flanks and rear as well This becomes much less
likely if you employ several units of 200 models. If a large unit is subjected to multiple
charges, frontal, rear and flank, its rate of depletion will be much higher. Therefore it is
desirable to avoid being rear or flanked or multi charged, especially by strong units. At
the same time your strong units should aim to flank or rear charge enemy units to
increase their rate of depletion. How this is done is discussed in later chapters.
5) The number of casualties per attack e.g. no saves @ T3 is 0.56. This is based on the
worse case scenario where the unit is solely attacked by a huge unit of S4 or S5 with a
better WS. By careful manoeuvring, it is possible to avoid such units and engage weaker
enemy units of S3 and T3 for example. The S5 or S6 enemy units can be deflected by
feeding them with Sacrificials or engaged with your own elite units.
Ideally units will have to be the maximum size, have high strength attacks at a
good WS, be Unbreakable with an un-killable General to overcome the above adverse
effects.

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Forming the Army List


Common principles
This then is the base line from which we can consider army lists and tactics
1) Unit size
Large units of 100/200 or more - which are almost impossible to destroy by wounding.
These units will hold against the strongest enemy combat units and withstand a sizeable
amount of shooting and magic.
2) Number of units
The total number of units will have to match or be more than the enemys units to create
a one on one combat. Simply having one giant unit of 500 models does not work
tactically. Having fewer units than the enemy requires a good rate of depletion for these
units as at least one unit will be subjected to flank and/or rear charges as well as a
frontal charge. At 2250 points there will not be more than 4 super-sized units (Skav
could have 5) and most armies will have just 1 or 2 with 2 or 3 more at smaller sizes of
between 30 -60 strong. There may or may not be 1 or 2 small units. That brings a total
of 3 to 6 combat units plus 2 or 3 small units.
Armies with cheap units can fulfil (1) and (2) easily but armies with minimum
point cost of more than 10 points will have to rely on other army-list set ups. This will
be discussed in detail in the next section.
3) Units with a higher rate of slaying than a rate of depletion to defeat enemy units.
These units are essentially elite units (but could still be Core). Their unit size will be
smaller than (1) because of their point cost but they must still exist in sufficient numbers
to perform their task of winning Victory points (VP).
4) Fast moving units are preferred but not absolutely essential, provided of course the
unit can march and get into combat by turns 2 or 3. (see Shooting Chapter)
5) Being Steadfast in combat is not difficult to achieve. This makes being Unbreakable
or Stubborn of lesser importance. However, it is important to note that you have to slay
every model of an Unbreakable unit. The same is true for Stubborn units that pass their
break tests. These units then manage to remain in combat longer than other units.
6) Immune to psychology or Immune to Panic and high Leadership however are very
desirable. High Leadership is needed to pass Break tests. If the general is not close
enough or if his Leadership(Ld) is too low, a BSB is then needed.
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7) An indestructible general. A slain general costs 100 VP enough for a clear win.
The general has to survive all 6 turns if possible or sufficient VPs have to be won to
compensate for a slain general.
It is obvious that none of the armies can fully satisfy all these criteria but these
factors must be kept in mind as lesser variants of them will be present in Warhammer
tournaments. I shall now turn to individual armies and select units that satisfy the above
criteria as closely as possible. (N.B. this is for a 2250 point battle scale up or down
accordingly for 2000 points or 2500 points).
In calculating the rate of slaying and depletion, there are different
permutations of frontage attacking unit wider, defending unit wider or the same
width etc. This changes from 1 round to the next according to the actual fighting line
and so I have simplified matters within reason. I have fixed the width of the test units.
For Appendix 3, I have also fixed the number of points for each unit at 565 points.
Different size bases also modify the number of models in base contact. The unit
of 2.5cm bases will be 6 models against 5 models of the 2cm base.
For bases of the same size, a ratio of 7 wide for the unit with superior attacks
against 5 wide for the defensive unit is likely.
The whole idea in this next section is not to create an exact army list but to give
you a platform from which you can modify viable and competitive lists according to
your taste and adopted tactics.

Analysis of Appendix 2 and 3 for each army


I have selected the units below as tests in Appendix 2. Savage Orc Biguns and
Chosen units only, are the test units in Appendix 3
(AS = Armour Save; W = Ward save)
A cheap and just above average unit
(Empire Swordsmen Horde);
A cavalry unit that has excellent saves and good attacks
2+AS, 5+W; Lance or 6 or 7 wide when attacking) ; (Bretonnian Knights of the
Realm) (6 or 7 wide when attacking) ;
A unit with very good attacks
6+W (Savage Orc Biguns with 2HW)
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A unit with one of the best attacks and good saves.


(Tze Chosen Horde with 2HW + Banner of Rage)
50S4 attacks or a 3+ Ward save Chosen unit are also possibilities but it is obvious
that such units have been fortunate with their Eye of the Gods roll and will steam roll
through any single frontal opposing unit.
For Appendix 3, the Chosen unit used for testing is one of the best rolling for
+1AS on the Eye of the Gods chart.
N.B. The figures for the Savage Orcs are more or less the same as a 4 wide 8 Ogre
Bull unit with 2HW. 33A + 3 Impact hits plus 3 Stomps.
The calculations are summarised in Appendix 2.
The second section of Appendix 2, the Combat Ratings table incorporates the
point values of units into the rates of slaying and depletion and gives an indication of the
value of each unit in combat. This will be the starting point when you write up your
army list.
Appendix 3 is another variation assessing combat worthiness. It is based on 565
points for both sides. It is a comparison of units against 2 strong units - Savage Orc
Biguns and Tze Chosen with GW (Great Weapons) and the Banner of Rage. The final
figures of this Appendix shows the probability of how long a unit is able to maintain
Steadfast or whether it breaks in combat in the first round against the 2 test units. The
bigger this figure is the better the unit.
Appendix 3 also calculates the Ld test modifier which is needed when this
happens i.e. by how much Ld is reduced when the first non Steadfast break test is taken.
By comparing these figures of each army unit with that of other army units, you will be
able to assess the relative strengths of units available to you and hence choose the best
units.
Other test units could be used but the idea here is to give you an indication of the
relative combat worthiness of units at your disposal and as you read on you will realise
the test units are good enough. There are other ways of using the tables in the
Appendices to calculate the effectiveness of each unit but having experimented with
different ways; I have come up with one method which is sufficient to form a general
idea of how to write army lists.
Appendix 2 should not be used to compare your army units against enemy units. It
is meant to compare units within your army and create a general idea of their relative
strengths. Simply compare the figures of slaying and depletion with each other. Higher
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rates of slaying or lower rates of depletion are superior. Note however that this is done
strictly to form army lists.
The Appendices show figures for certain Test units used. If other test units are
used the figures will be slightly different but the relative strengths or weaknesses of
various units in your army will not change by much with different test units.
Remember that these Appendices should be used to assess relative strengths of
units within your army.
They are INDICATIVE of relativeunit strengths and should not be regarded as
conclusive.
If you use it to compare strengths with other army units, some of your conclusions
will be inaccurate. Appendix 5 and 6 show the rankings of 108 units. Note that although
units tend to stay within a band, their rankings change with different test units.
An example of how to use the tables should enlighten you:
Example:
From Appendix 2, in 5 wide formation, Ungors have a lower rate of depletion per
point than Gors but this is slightly higher when they are in horde formation. Appendix 3
however shows that Ungors will last longer as Steadfast because of their bigger unit
size. Therefore Ungors should be used as a holding unit.
Now suppose you were to compare between armies, it may sometimes be a
correct comparison (but not always) e.g. Goblins and Ungors:
Ungors have a low rate of depletion but Night Goblins are even lower when they
net the enemy. Comparing their rates of Slaying, Ungors are better against elite units but
only slightly. Therefore when Night Goblins face Ungors, either side could win combat.
Looking at Appendix 3 however show that, per point, Night Goblins are better and this
is confirmed by the Combat Ratings in Appendix 2. Therefore Night Goblins can be
bigger in size and by virtue of this, remain Steadfast against Ungors.
In this case the comparison using the figures turns out to be valid but this is not
true when you start comparing very different units e.g. T3 and T4 with very different
saves and strengths. E.g. From Appendix 6, a comparison of High Elf Spearmen and
Saurus produces conflicting results for Slaying and Depletion. If you want to find out
whether Saurus will win in combat against High Elf Spearmen, you have to use
Appendix 1 for the actual calculation Saurus wins assuming equal static CR.
The way I have used the 3 Appendices to form army lists is summarised at the top
of Appendix 2. You could follow all the instructions for your army/armies and then
determine for yourself which units and what sizes are needed.
By simply looking at the figures in table 2 you will reach some obvious
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conclusions which I have not mentioned like unit (A) is better at holding because it
has a lower rate of depletion than unit (B) or unit (C) is has a higher rate of slaying
than unit (A) or can win combat when it charges etc. I will not mention these obvious
conclusions in my analysis below
If you cannot stomach too many mathematical figures, then simply skip the
Appendices and read the army specific analysis, listed for every army, below.
I strongly suggest that you read through as many army subsections below to give
yourself a good idea of how to write army lists.
I have divided the next section of how to write army specific lists into a
number of sub-sections (underlined below). I will explain what is contained in these
sub sections first.
Viable combat units A short list of combat units including some which
may seem effective but are generally not.
Sacrificials Units that will be sacrificed to gain strategic and combat
advantages. This is fully discussed in the Combat Manoeuvres
Chapter.
Other possible units Units that could be used e.g. for shooting, magic or
combat support.
List This subsection discusses the main ideas of how the army should be
composed. I have also included in this sub-section some of the
consequential basic strategies from this army list and how they are
expected to be countered.
Many armies have no units that can hold against everything and must
choose enemy units they wish to engage in combat carefully and avoid
or evade the strongest units. How this is done is discussed in the
Combat Chapter.
The full tactics? Hopefully this will be gleaned after you have read
the other chapters following this, which outlines in detail various
tactics, strategies and manoeuvres available to all armies.
Other tactics
1) MUST HAVE - Units or magic items that are essential. Some armies are
fortunate to have a magic item or two which gains a
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significant advantage either for the character or the unit


it is with or both. (See (4) below)
2) DONT Forget This section is really for the novice and contains special
army rules which are commonly forgotten by beginners.
It may also prove to be useful as a reminder list for
armies you do not face commonly.
3) LOOK OUT for Dangerous Units, special abilities, magic items peculiar
to this army AND/OR Dangerous units, special abilities
of enemy units which it has to face.
4) Useful Magic Items: An army must have a Dispel Scroll or its equivalent
plus items giving Ward saves, armour saves, for its
general and characters. It must also have sufficient
magical attacks to deal with Ethereals. I shall assume
this will automatically be included in your army list
and this section will focus on other items. Items
granting special attacks like Flaming, armour
negating, multiple wounds, good attack enhancers,
shooting or magic enhancements etc are useful but
not wholly essential and it is up to you entirely
whether you choose to include them or not. Some of
these items will be mentioned here. You will have to
find out what each item does as once again I will not
describe them in detail.
5) This section will deal with any other tactical considerations if any.
6) Character considerations For most armies, a combat general (with the
best saves possible to last the whole battle)
and 2 Wizards (see Magic chapter) are a
common composition. Sometimes certain
characters have specialised functions or items
or have to be combined with certain units.
These considerations will be discussed here.

Beastmen
Viable combat units
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Minotaurs, Gors, Bestigors, Ungors


Sacrificials
Warhounds, possibly Ungors
Other possible units
Ungor Raiders, Centigors
List
Best 2 Slaying units per point - Minotaurs, Bestigors
Best 2 holding units per point Gors, Ungors
From Appendix 2, it is tempting to field a Deathstar. However the Minotaur
Deathstar will fail against many armies. A 110 strong Swordsmen horde will last the
mandatory 8/9 rounds against them while the elite enemy units mop up the rest of the
army. 25 Chosen or 45 Savage Orcs will be destroyed within 6 rounds but a second
elite unit can then charge and destroy the remaining 4 or so Minotaurs in about 3 or 4
rounds. Therefore the Minotaur Deathstar is ineffective!
Armed with great weapons a Minotaur unit serves mainly as a hammer and not an
anvil. (see Anvil and Hammer in the Some Basics Chapter ). 8 Minotaurs in combat is a
formidable unit but since it is armed with great weapons, some wounds would
inevitably be lost. Estimating this as 6 wounds lost from magic and shooting plus about
8 wounds from the first round of combat, the ideal size of the Minotaur unit is around
11- 13 models. This leaves room for another unit of 3 or 4 models too small! It is
possible to have 2 units with a full command but the lack of static CR (combat
resolution see Combat Chapter) of a Minotaur unit, makes a Bestigor unit a better
choice.
Bloodgreed increases a Minotaurs effectiveness in combat but the reduction in
the pursuit move makes it difficult for Minotaurs to destroy units fleeing from combat.
On the charge, Minotaurs are as good as the Chosen since they benefit from impact hits.
They must therefore get into combat as quickly as possible. Bloodgreed then helps them
to mature like fine wine when they win. Choosing a weak unit for the first time in
combat enables them to tackle elite units later even when their numbers have been
reduced.
The main core unit choice is the Gor unit armed with hand weapon and shields.
Two hand weapons could be used since they improve the rate of slaying. Use this option
if you already have 2 units that can hold reasonably well in combat otherwise stick with
hand weapon and shield as there are other Beastmen units which slay more effectively.
From Appendix 2, using an average depletion rate of 7, the minimum size is about 70.
(7X6 +20 +10). A second but smaller horde unit could be the next Core choice or
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alternatively a massive single unit is a possible choice.


The Gor Horde performs better than the Ungor Horde per point and in terms of
rate of depletion (Appendix 2). The core units should therefore comprise of Gors only
according to Appendix 2. Appendi x 3 however shows that for the same number of
points allocated, the Ungor unit will stay in combat longer than Gors. Therefore if you
choose to have Ungors it must be a large unit >100 models or so. A second unit that will
also hold reasonably well could consist of Gors. They should be armed with hand
weapons and shields since they have to remain in combat as long as possible. Gors also
perform better in combat with Primal Fury especially if accompanied by a character.
Two or three units of 5 Warhounds will act as Sacrificials. This leaves about 450
points for characters which because of the low Leadership has to include a BSB.
It is better not to use a large unit of Minotaurs but a moderate size of about 6-8
and then throw in a mixture of Gors or Bestigors. As can be seen in Appendix 2, these
units function well against Swordsmen or similar units, and will have to employ the
standard tactic of avoiding ultra strong enemy units while destroying weaker units. ( see
Combat Avoidance in the Some Basics Chapter). Bestigors complement the Minotaur
unit best since they should have the appropriate static CR and can be of a reasonable
size.
Razorgors are not worth having. They are only effective against strong units
when they charge. Their weakness is a lack of static CR and enemies with S5 or better
attacks. Since Minotaurs perform better for the same points, it would be better to
substitute them with Minotaurs.
I have not factored in the effects of Primal Fury. The rate of slaying will
improve as a result of this, approximately adding 1 or 2 more wounds to the table in
Appendix 2. For this reason, Gors, Ungors and Bestigors should be kept within 12 of
the general as much as possible.
The army composition is therefore:
1) Large units of Ungors and Gors
2) 2 or 3 units of Warhounds
3) Characters including a BSB
4) Units of Bestigors and/or Minotaurs for the rest of the army.

Other Beastmen tactics


1) MUST HAVE :
a) Chalice of Dark Rain. 1 use only but makes enemy shooting more difficult to hit
b) BSB with Beast Banner in a unit of Ungors or Gors to overcome the low Ld. +1S to
the unit
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2) DONT Forget:
a) Primal Fury rolls before each combat
b) Rolling for Ambushing units at the start of the turn
3) LOOK OUT for
a) Forced Leadership tests for units too far for Inspiring Presence
b) Concentrated, heavy shooting
4) Useful Magic Items:
a) Wargor in Chariot with Brass cleaver. This confers 1A for each enemy model in btb
(base to base) except in challenges.
b ) Stone of Spite bound spell. Every arcane item within range inflicts hits o n the
bearer. Unleash this against enemy wizards while keeping the bearer away from your
bearers of arcane items.
c) Blackened plate better WS against Flaming and benefits the unit.
d) Steel claws plus Many limbed (Gift) adds extra attacks to the bearer
5) Ambush
As soon as one unit Ambushes successfully, the enemy battleline is disrupted.
Enemy units will have to manoeuvre to cover their flanks and rears. However, the
probability of ambushing at the right place successfully is 1/6 and is a gamble. If you
have much more units than the enemy and it has a long gunline or weak units on each
flank, then ambushing is a sound tactic as there is now a 50% chance of your ambushing
unit entering the battlefield from a table edge where it can confront a desirable enemy
target unit.
6) Character considerations
Two choices for the general Doombull or Beastlord. The Beastlord has a
better Leadership but the Doombull is more survivable. Take your pick! The generals
unit (e.g. Bestigors) could be given the Standard of Discipline to increase his Ld but that
unit does not benefit from Inspiring Presence.

Bretonnia
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Viable combat units


Errant Knights; Knights of the Realm, Questing knights
Sacrificials
Peasants, possibly Mounted Yeomen.
Other possible units
Trebuchet, Grail Knights
List
There are 4 very important features of the Bretonnian knight units:
A) They nearly always win the first round of combat when they charge but their rate of
slaying reduces disastrously in subsequent rounds. Appendix 2 shows that they win
against all the test units but only on the turn they charge
B) The lance formation, from Appendix 2 and 3, nearly always guarantees a win when
charging but does not fare very well in the following rounds. Since, the whole idea is to
break enemy units, the lance formation must then endeavour to have more ranks than the
unit it charges. This prevents Steadfast in the enemy and forces a break test at lower Ld
values. From Appendix 3, it can be seen that a lance formation of 8 or 9 ranks has a
good chance of breaking (only in the turn the lance knights charge) nearly all units of
equivalent points cost. This is why a few Bret units, if not all, will be in this very long
shape. Such an elongated unit (commonly called a bus or train) will be unwieldy and
needs to manoeuvre to escape the pitfalls outlined below. The common enemy reaction
from this would be to reform so that it has more ranks 18 lance knights is equivalent to
30 infantry in ranks or, 18 knights in lance formation will prevent 30 infantry from being
Steadfast . It will require 30 or more knights to prevent Steadfast in a unit of 50 infantry!
The Bret player therefore cannot generally depend on a single charge to break enemy
units.
Against Daemons or Undead, Stubborn or Unbreakable units, combat will
almost certainly extend to more than one round and the balance than tips against Bret
knights in lance formation. The same problem occurs for a lance formation unit that is
lured and then flanked charged the bane of all knight units.
Against weak or small T3 enemy units, a combat reform to 7 wide will help to
slay the enemy unit faster; but this is rare. Against T4 and stronger units, a combat
reform also makes the difference between slaying and depletion smaller but
unfortunately the rate of depletion increases. The simple rule is if youre losing combat
then it is better not to combat reform but maintain the lance formation. If however the
enemy unit is much smaller, a combat reform to 7 wide will finish them off quickly.
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C) The rate of depletion, although small is still substantial because of the size of the
Bretonnian knight units. Protracted combat does not benefit the Bretonnian knights and it
is important to calculate how long combat against a unit will last before charging it.
D ) A double charge is not necessarily the desirable Bretonnian objective. It is good
when the rate of slaying is still in Brets favour in the 2nd and subsequent rounds of
combat i.e against non elite units or non horde units.
i)
Considering the double charge first:
This is not difficult to achieve if you break the many units of knights into
inseparable pairs which are treated as one i.e. deploying and moving a pair of units
together. The rate of slaying is doubled while the rate of depletion will be slightly
reduced if both units are placed next to each other almost in contact. Flank charges are
of course even better.
ii)
When facing strong units like Savage Orcs or Chosen, then charging in
succession (i.e. charge with one unit and then charge with the other unit in the next
round) might be a better strategy since a charging Lance Bret unit should win the first
round of combat. Of course the problem is the first unit that charged must remain in
combat for 1 round of the enemys turn. This might mean passing a break test. A quick
check of Appendix 2 shows that this will be at -1 or -2 CR (combat resolution), not
ideal but low enough to take a risk especially with a BSB close by.
The army will comprise of:
1) Lance formation knights mainly 12 or 15 strong. Questing Knights are an obvious
choice for Special. Appendix 2 shows they are the best hammer unit for Bretonnians. 2
units of Questing Knights could be used. Knights of the Realm have a better WS and Ld
but Errant knights are cheaper and ranked higher. One unit of Knights of the Realm and 1
unit of Knights Errant, both of around 14 should cover the Core points but having at
least 4 blocks or more of Lance formation knights will be a solid army.
2) Peasants or Peasant Yeomen as Sacrificials
3) Men at Arms could also be used but it will have to be a unit of 96+20 or more to
remain in combat for 6 rounds against elite units. In this case, the Men at Arms unit will
hold units that are dangerous against the knight units and allow them to engage other
desirable units. From Appendix 2, Men at arms have a good rate of slaying per point
and are therefore useful in support of the lance knights. The problem is the disparity in
movement rates. Knights will be well ahead in the battlefield and too far away for the
Men at Arms to support. So the easier choice is to use Questing knights instead.
If you do opt for Men at Arms then you could use, sparingly, the tactic of holding
with one unit while allowing a flanking unit to break and hopefully rally (see Anvil and
the Breaking Hammer in the Combat Chapter). This tactic is unfortunately flawed for
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Bretonnians because the knight units will lose the Blessing when they flee.
Other Bretonnian tactics
1) MUST HAVE :
a) Virtues e.g of Confidence and/or Audacity, Duty or Joust and issue challenges.
b) Prophetess and Lore of Life. This is one of the ways to offset diminishing numbers.
c) Errantry Banner
2) DONT Forget
a) Impetuous roll for Errant Knights
b) Deploy with the view that you will not have the 1st turn
c) Virtues during challenges
d) Ward Saves and their loss after fleeing; Lance formation attacks and the reduced
number of attacks in future rounds
e) Stomps for Pegasus
f) Damsels in 2nd rank have LOS
3) LOOK OUT for:
a) Lures (see Combat Chapter) aimed to set up a flank charge
b) Armour negating weapons/attacks
4) Useful Magic Items: Grail Shield with the Grail vow, Siriennes Locket, Ruby
Goblet, Tress of Isoulde.
5) One army list has a Lord on a Hippogriff or Royal Pegasus with the Questing vow,
great weapon, Gromril helm, and Sirienne's locket. The 1 wound per phase is combined
with Lore of life and the Lord makes short lasting attacks against small units and
warmachines etc. Unfortunately, this list does not give the same returns for points spent
against all armies and has no use when there are no small units etc available.
6) Character considerations Damsels and Prophetesses will be safe in the middle of a
lance unit and still be able to cast spells. Since the BSB will have a reduced armour
save, he will be targeted. One way of keeping him alive longer is maintaining the lance
formation and moving him to the second rank.

Daemons
Viable units
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Bloodletters, Plaguebearers, Horrors, Flesh Hounds + Karanak, Flamers,


General and characters 600 points minimum leaving 1650 points.
Sacrificials
Furies
Other possible units: Daemonettes, Bloodcrushers
Appendix 2 shows Bloodletters are the best overall unit. Plaguebearers are the
best anvil or holding unit while Bloodcrushers are best at slaying. However the points
cost of Bloodcrushers limits their numbers and hence their effectiveness. The difference
between the holding ability of Bloodletters or Daemonettes and Plaguebearers is not big
because of their WSs, a stat-line which is often overlooked by beginners. This case
clearly illustrates the importance of WS and how under some circumstances Tougher or
Stronger units can underperform if their WS is low.
The choices for the army list is therefore narrowed:
List
There are two main variants of the Daemon army
1) The true Blood army
2) The modified Blood army
As the name suggests the Blood army consists of a Bloodthirster general and
Bloodletters only. 3 large blocks of around 40, 40, 30 Bloodletters will use up most of
the available points. One or two Khern Heralds are also included plus maybe some
Furies as Sacrificials. The Bloodthirster is given some Daemonic Gifts to enhance its
capabilities see below.
The modified Blood army replaces one Bloodletter block for one or more of
the following
- Horrors to cast magic and provide additional magic defence. This unit may or may not
include a Tze Herald and Changeling but is not expected to last more than 4 rounds in
combat. It has 1 advantage of Flaming attacks which is useful in stopping enemy units
from regenerating if they can.
- Plaguebearers with or without a Nurg Herald. This is the best holding unit
- Flesh hounds with Karanak or Bloodcrushers. This unit will charge in tandem with a
block of Bloodletters
- Flamers. Mainly to shoot and provide Flaming attacks
- Daemonettes with the Slan Herald has 1 reason to be chosen as the carrier of the
useful Gift, Siren Song. If a Keeper is your general, it is still tactically manageable to
provide it with Siren Song.
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A common mistake amongst novices is to assume that the Bloodthirster should


be able to win combat easily. From Appendix 2, it can be seen that the Bloodthirsters
maximum rate of slaying is 4.3 maximum which is just over the static CR of 4 of a fully
ranked unit. Against a Swordsmen horde a Bloodthirster will lose combat every 5
rounds or so but the enemy will still be Steadfast. Charging an average/large
Swordsmen horde with a Bloodthirster will not win any victory points without the
element of luck. Charging units, better than Swordsmen, carries a greater risk of losing
combat. Against a fully ranked unit of S5 or better, the Bloodthirster is expected to lose
combat. A rate of depletion of 0.139 against S6 and 0.167 against S7 or better equates
to 1 wound from every 6 or 7 attacks. A Bloodthirster should therefore avoid huge
horde units (which will tie it up and may even kill it eventually) and a fully ranked up
(more than 3 ranks) unit of S5 or better.
This then reduces the function of the Bloodthirster and other Greater Daemons
to supporting another Daemon unit already in combat via a flank or even frontal charge.
The Greater Daemon will offset the imbalance in rate of slaying to depletion.
All Core units function best with an accompanying Herald. The opposition will of
course try to slay the Herald as quickly as possible to remove his main support ability,
his Locus. Three Heralds can be given Daemonic Robes while the Nurg Herald
normally has Noxious Vapours. This plus the Greater Daemon and his Gifts will amount
to a massive, 790 points.
If you choose to have Horrors, then only 1 unit should be used. A second unit will
not be able to have any spells since the first unit has them. The best spell for Horrors is
the Gift of Chaos when in combat and Bolt of Change against small units. Therefore a
unit size of 30 is a good size. This leaves only sufficient points for 2 blocks of
Bloodletters at a reduced size with possibly 1 more Herald.
It can be seen that Daemons cannot directly engage 50 Chosen or similar ultra
strong enemy units. They will have to deal with them using Sacrificials etc as explained
previously. This might mean having 2 Sacrificial units of Furies or allowing at least 1
other low point unit to be slain. These small Daemon units have to accomplish their task
of destroying as many small enemy units before being charged by units like the Chosen.
The other combat units for this task a r e Flamers and Flesh Hounds.
Bloodcrushers are too expensive. These units can only survive by flanking or rear
charging large units already in combat. If attacking in isolation, they will deal with
small units or enemy Sacrificials. Only 1 unit is normally needed.
Flamers are an important part of the army as they can shoot and destroy small
enemy units and enemy sacrificial units at long range. They are probably the best unit for
the task of harrying the enemy, taking out small units and enemy shooting units. 1 large
Flamer unit guarantees concentrated shooting while several small Flamer units are much
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better at surviving against ranged attacks. These units should be grouped together so that
they can amass and focus their shooting on one target unit (see Concentrated Shooting
in the Some Basics Chapter). Their flaming attacks also serve to negate Regenerating
Monsters and units. . Of all the secondary unit choices, I would rate Flamers as the best.
(see Daemonic Instability table just before Appendix 4)
The army composition is:
1) Bloodthirster and Bloodletters in blocks of >30 only
2 ) 2 Bloodletter blocks of between 30 40, plus any or some of the following
Plaguebearers (the best Daemon anvil), Flamers (my choice), Horrors, Flesh Hounds.
The Bloodthirster could also be replaced by a Keeper.
Other Daemonic tactics
1) MUST HAVE:
a) Heralds for core units
b) Siren Song if there are Slani characters.
c) Spell Breaker or Spell Destroyer
2) DONT Forget:
a) Karanak (if you use him) has to choose an enemy target at the start
b) Heralds Loci
c) Abilities of Changeling, Karanak etc
d) Horrors and how their spells depend on their numbers
3) LOOK OUT for:
a) Spells from Round 2 onwards. If you use a Bloodthirster only, the army will have
less magical defence.
b) Isolating the Greater Daemon. Remember he is not invulnerable
c) The position of Heralds in the unit. Enemy units will try to destroy Heralds as quickly
as possible and reducing the number of models in base contact with the Herald is
desirable except for the Nurg herald with certain gifts.
d) Daemonic Instability tests will enable Daemonic units to remain in combat longer
than expected refer to the end of Appendix 3.
4) Useful Magic Items: Popular Gifts include Daemonic Robes, Siren Song, Noxious
Vapours, Master of Sorcery, Armour of Khern, Obsidian Armour, Dark Insanity and
Many headed Monstrosity.
5) Siren Song/s given to Keeper and Slan Herald. This is used to either create flank
charges or break up enemy lines, explained below. Since it is a one use item, it is best
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used early when the battlefield is still crowded.


Example
Let us assume the Siren Song is given to a Keeper. The diagram below shows
2 elite enemy units (E1 and E2) plus a Core Horde unit (A) facing 2 blocks of
Bloodletters (B1 and B2) led by a Keeper.

The Keeper first manoeuvres to the flank and Siren Song is then triggered off in
the next round against the unit that you want to draw away from the main combat arena
as long as possible ( in this case E2) while at the same time entangling the enemy units
and threatening a flank charge.

Notice the Keeper positions itself at the maximum charge distance (Movement
M plus 12) and just within the arc of sight of (E2). (E2) has to declare a charge which
should fail unless youre very unlucky. The failed-charge-move now blocks at least one
or both units. (B1) and (B2) have moved to the other flank, threatening a flank charge. In
the next turn the Keeper should move back to a central position while B1 and B2 should
charge (H). It would be a mistake to allow the Keeper to charge E1 because:
1) He would be isolated and too far for B1 and B2 to gain from his Inspiring Presence.
2) E1 might be able to hold the Keeper for long enough for E2 to charge him
3) It is better for the Keeper to support a co-ordinated attack on H and be close to B1
and B2.
It can also be seen from the diagrams that Siren Song could be used to set up a
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flank charge on (H)


Finally, there is a list which uses Screamers 2 blocks of 18 Screamers, a
Bloodthirster, 1 or 2 Heralds of Nurg in a single block of 44 Plaguebearers. This is a
combat avoidance army (see Some Basics Chapter) in which the Screamers use their
Slashing attack to destroy as many small units as possible. (see the section on
Hexwraiths under Vampire Counts)
6) The best choice of general is the Bloodthirster followed by the Keeper. The Lord of
Change is a remote possibility but too magic dependent ( see chapter on Magic)

Dark Elves
Viable combat units
Dark Elf Warriors, Repeater Crossbowmen, Black Guard, War Hydra
Sacrificials
Harpies, Dark Riders
Other possible units
Shades, Executioners, Cold One Knights, Cauldron
List
As an exception, I have added a Monster, the War Hydra, as it can hold in combat
well while slaying the enemy effectively. In fact the data from Appendix 2 strongly
recommends 2 War Hydras as obligatory along with the best overall unit Black
Guard.
Sacrificial units range from Harpies, the smallest possible unit of Executioners or
Repeater Crossbowmen.
The rest of the army is more difficult to choose as the difference between units is
small. Executioners perform very well but only if there is an accompanying Cauldron
which is expensive. Cold One Knights have the best saves in the army but are expensive
and hence will not be large enough to have ranks. In addition they suffer from Stupidity.
Although the rate of slaying and depletion is in favour of the War Hydra for all the
test units in Appendix 2, it must be noted that the War Hydra cannot remain in combat
for more than 4 rounds and therefore has to choose its enemy units with that in mind.
Small infantry units are the preferred targets but make sure that there is no risk of the
all-important Hydra Regeneration being destroyed by Flaming attacks. Always note
where enemy characters are, which units can carry magical Banners and which of those
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units seem to be making its way towards the Hydra. That unit will inevitably carry the
Flaming Banner.
In general, the Dark Elf army has to avoid combat rather than rush towards it,
when fighting many other armies. So deploy tactically, allowing room for early
manoeuvres (see Deployment Chapter).
Elves are too expensive to be in a super-sized horde formation. The size of Elven
units are smaller. A quick engagement followed by a swift retreat will prove to be
successful. The only unit that can remain in combat for a long period is the Black Guard.
Black Guard can hold in combat for several rounds because they are Stubborn and
effectively they simply need to have at least a few models alive to keep remaining in
combat. They still, however, need to have their flanks protected. This can be done by
combat avoidance techniques (see Combat Chapter).
Flank charges can be set up for the important Black Guard unit using the War
Hydra or Sacrificial units (see Combat Chapter).
An interesting variation of this army list uses the Cauldron. The favoured Khainite
unit for this are Executioners who switch from a 5+ Ward save to +1A according to the
strength of their enemy. The army marches forward in bubble formation with the
Cauldron at the centre. The Cauldron however will not last long against a common
horde enemy unit or elite units
From Appendix 4, Dark Riders have a better probability of inflicting wounds
by shooting than repeater crossbowmen but per point cost, repeater crossbowmen are
marginally better than Dark Riders. The manoeuvrability of Dark Riders asFast
Cavalry makes them useful in deflecting charges, creating space and threatening to move
behind enemy lines. They are therefore essential in the Dark Elf shooting army
The army composition is therefore:
1) At least 1 Hydra and large Black Guard unit (20 max)
2) Sorceresses (as discussed in the Magic Chapter) and Pendant Dreadlord
3) Spearelves to take up most of the Core with Harpies, Dark Riders and/or maybe
Repeater Crossbowmen as Sacrificials.
4) The other choices are a matter of taste Repeater Crossbowmen, Executioners
(usually with a Cauldron), Cold one Knights more than 2 ranks. The choice will
determine the tactics needed.
5) A heavy shooting army is possible using Repeater Crossbowmen, Shades and
sometimes a Bolt thrower. Refer to the Shooting Chapter for this.
Other Dark Elven tactics
1) MUST HAVE
a) Hydras (preferably 2)
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b) Pendant of Khaeleth
2) DONT Forget
a ) The uniqueness of the Dark Elven magic phase Power of Darkness and using the
maximum number of dice to cast instead of 6
b) Hatred and Warrior Elite
c) Pendant of Khaeleth how it works
d) Cauldrons bonus at the start of the turn
3) LOOK OUT for
a) Flaming attacks against the Hydra
b) Dark Elf Assassins although not popular now, they can still kill enemy characters
especially wizards.
A Shade-star army has been used in the past. This is not a sure-win-option as
explained in the Shooting chapter but is one of the rare heavy shooting armies that
might work using the right shooting strategy.
Magic is an important feature for Dark Elves since it is the only army where
Wizards can use more than 6 dice to cast spells. The merits of the different Lores
available and how to complement the armys performance with magic are discussed in
the Magic chapter.
Cold One Knights could be added to the list in a large block of 20 or more since
their rate of depletion is one of the lowest and they have good attacks. They can manage
to beat some good units like Savage Orcs but will fail against the Chosen. Their
disadvantages are Stupidity (obviated by the Stupidity Banner) and they also restrict the
points available to Black Guards.
4) Useful Magic Items: Pendant of Khaeleth, Null Talisman, Standard of Hag Gref,
Focus Familiar, Ring of Hotek, Crystal of Midnight, Guiding Eye, Lifetaker. If you
choose a heavy shooting list then the Guiding Eye is definitely an item worth having,
even with a Sorceress.
5) A list that tempts some players consists of a Dreadlord on a mount - dark
steed/Pegasus/Dragon with Pendant of Khaeleth, Crown of Command, Armour of
Darkness and a 5 point magic weapon. The Stubborn Dreadlord then charges on its own
with impunity expecting to pass break tests and saves. While this may well happen the
Dreadlord will end up winning no Victory points because it is in turn unable to break
large enemy units quickly. At the same time, if the mount can be attacked separately, it
will in all likelihood be slain and the other Dark Elf combat units might be too far away
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to benefit from the important Inspiring Presence. This Dreadlord will end up hunting
small units etc hardly worth the point cost.
6) Character considerations The Dreadlord normally has a 1+ AS and the Pendant
making him almost indestructible. He should join and complement a strong combat unit
e.g. Black Guard. The other characters are Sorceresses chosen in the standard way
mentioned in the Magic Chapter.

Dwarfs
Viable combat units
Dwarf Warriors, Longbeards, Quarrellers, Thunderers, Rangers, Hammerers, Miners,
Ironbreakers.
Dwarfs have an unusual situation where all infantry units could function well in combat.
I have omitted Rangers in Appendix 2 because they are similar to other units in combat.
Sacrificials
No obvious Sacrificials. Cheap warmachines may/will be sacrificed but a lack of
mobility makes them ineffective for this use.
Other possible units
Bolt Thrower, Grudge Thrower, Flame Cannon, Anvil of Doom, Gyrocopter
List
Dwarf infantry units perform very well in combat. The difference between the
best two combat units and the other units, including shooting units, is much smaller than
any other army. Even warmachines perform far better in combat than other armies since
they are Stubborn. The choice of combat units can vary considerably and still produce a
combative army. It is possible for instance to omit Ironbreakers and have Longbeards
and Hammerers but it is also possible to omit some combat units and have a gun-line.
The Core unit requirements necessitate choosing Warriors and/or Longbeards plus
maybe Thunderers or Quarrellers or both.
Rangers are also a very good option. If you choose to have Quarrellers then
making them Rangers increases shooting and since they are no slouches in combat they
could double up as hunters of small units. However, Longbeards or Warrior Rangers
are better at this task.
In writing up the army list, it is best to start by first deciding on your anvil and
hammer unit. (This is an appropriately named common tactic for Dwarven armies.) The
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anvil unit could be Ironbreakers, Longbeards or Warriors while Hammerers (as their
name suggests) or Longbeards should be the hammer.
From the tables in Appendix 2, Ironbreakers is the best anvil but Appendix 3
shows that Warriors with HW and Shields are the cheaper option against good S6 units.
In sufficient numbers, Ironbreakers can hold against any S4 units. In 10 rounds of
combat they will lose about 14 against the Chosen. Adding 20 for static CR (see pg 2)
and another 10 for shooting and magic gives a size of 44. This will hold against S4 units
but for S5 or S6 it becomes too expensive. A unit of 40 50 Warriors is a cheaper
choice in this case. This size however reduces the points available for other units. So it
i s far better to have Hammerers at about 30 models leaving just enough points for a
Miner unit plus maybe a warmachine or 2. If you omit the Ironbreaker unit then
Longbeards have to be armed with HW and Shield to function as a second anvil. The
unit size could be in excess of 50 for each anvil unit.
There is no sacrosanct exact number for each unit. The numbers you choose will
determine the tactics needed. Just remember that Warriors with HW and Shields are
cheap while Ironbreakers can also absorb S3 and S4 range attacks far better.
Longbeards and Hammerers are the best hammer units but Warriors with GW are
cheaper. It is simply a question of balance.
No more than 1 Sacrificial unit is needed - either 5 Ironbreakers or 5 Hammerers
since they are the cheapest but shooting units could serve as Sacrificials to a small
extent. There are not many points left after this. Many Dwarf players dispense with
sacrificials altogether and have a gun-line of warmachines and shooting units (see Some
Basics Chapter).
However after reading this book, you will find that an out and out
gun-line is actually not competitive. Choosing a select few shooting units for a Dwarven
army however will prove fruitful. The choice is huge Grudge Thrower, Cannon, Bolt
throwers, Organ Gun, Flame cannon and Gyrocopter all have their uses. Adding the
right engineering runes (see below) is necessary but all this reduces the points available
for combat units.
Enemy units will try to hammer the Dwarven hammer unit while pushing its
holding unit against the Dwarven Anvil. They will also try to break up the Dwarfs front
line and use superior mobility to try to set up flank charges. Anchoring and winning
flanks (see Combat Chapter) in addition to maintaining a steady battleline is important
to the armys combat success.
The army composition is then:
1) Hammerers, Warriors with HW and Shields
2) At least one Runed Warmachine Grudge Thrower, Bolt thrower, Flame Cannon,
Gyrocopter etc
3) Characters with Runes mentioned below
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4) Longbeards with HW plus Ironbreakers or another unit of Warriors to provide three


or 4 big infantry blocks
5) Thunderers or Quarrellers can serve as Sacrificials but so could any cheap
warmachine.
Other Dwarven tactics
1) MUST HAVE
a) Runes Spellbreaking or Spell Eater.
b) Master Rune of Challenge forces an enemy unit to charge. This is similar to Siren
Song see Daemons above
c) Engineering Runes for warmachines enhances Strength, to hit, re-roll misfires etc
d) Talisman, Weapon and Armour Runes improve saves, increase To hit or Strength,
ASF, destroys enemy magic weapons etc
2) DONT Forget
a) Relentless march and -1 to flee and pursue
b) Hatred of Orcs and Goblins
c) Stubborn warmachine crew
d) Expect to be charged rather than charge
3) LOOK OUT for
a) Flyers, Fast Cavalry and fast moving mobile units running rings around a Dwarven
unit.
b) Dwarven characters always have a tricky rune up their short sleeves.
4) Useful Magic Items: Runes mentioned above plus Rune of Accuracy, Rune of
Skewering, Rune of Forging, Rune of Burning, Master Rune of Balance, Rune of
Determination, Rune of Battle, Master Rune of Grungni, Rune of Slowness, Rune of
Stone, Rune of Iron, Rune of Might, Rune of Cleaving, Rune of Snorri Spangelhelm,
Rune of Fury.
5) Anvil of Doom or not? This is a debatable question. The Anvil costs many points and
will be an irritation to the enemy. It cannot destroy large enemy units but will enable
units to move faster especially Miners. It all boils down to a matter of taste whether you
choose to have the Anvil of Doom or not.
6) Character considerations If you have chosen a few warmachines e.g. Bolt throwers,
Grudge throwers, Cannon, then an Engineer will boost their performance and should be
given appropriate Runes.
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The Dwarf Lord is the best choice for the army general.

Empire
Viable combat units
Halberdiers, Swordsmen, Spearmen, Knightly Orde r s , Greatswords, Inner Circle
Knights, Reiksguard Knights, Demigryph Knights, Steam Tank
Sacrificials
Detachments, Halberdiers, Swordsmen
Other possible units
Luminark of Hysh, Hellstorm Rocket battery, Handgunners, Crossbowmen,
Hellblaster
Empire has tremendous versatility and the most varied army lists are possible.
The Steam Tank is the best possible holding unit and 2 Steam Tanks are a good choice.
Its main drawback is it is susceptible to cannon fire. 2 shots from a cannon could
destroy it. (see (5) below)
The best units are knights and their sizes should be maximised. All 25% of the
points needed for Core could be used for a unit of Inner Circle Knights. Two units are
also possible, one with 1+ save and lances and the other with GW. Keeping to the same
theme, the Special units could also consist of knights. From Appendix 2, Demigryph
knights seem marginally better than Reiksguard knights but either/both units could be
included. A large Demigryph knight unit will be unwieldy unfortunately. Reiksguard
also have a huge advantage of being Stubborn and therefore should stay in combat
longer. Adding Warrior Priests to some of these cavalry units will boost their
performance. Coupled with the double Steam Tank, this army will move fast and be
able to engage the army quickly and select appropriate enemy units to charge. Cavalry
cannot however function entirely on its own and will be defeated by the strongest units.
Sacrificials like Swordsmen and Halberdiers that serve the purpose of diverting these
strong enemy units will be much slower than cavalry so a certain amount of juggling and
manoeuvring is still needed.
The second type of army list uses the detachment rule to full advantage. Each
Regimental infantry unit should have a character to benefit from the Hold the Line rule
for itself and its detachments. One detachment could be made a Sacrificial of 5 models
while the other should be half the size of the Regimental unit. At all times these 3 units
should be kept next to each other. If more than one Regimental unit is used than a single
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character could shuttle between units and join the unit about to engage in combat.
Swordsmen are the best holding unit per point and if used the size of Swordsmen
will be about 110. The detachment unit for these Swordsmen should be Halberdiers.
The other Regimental unit could be Greatswords with Halberdiers or Swordsmen as the
Detachment. Greatswords have a good slaying rate exceeding Demigryphs per point,
and because of this they could wait for the enemy to charge the detachment and then
flank charge.
Other units: The Luminark confers a Ward save to units and could be included
for this purpose mainly. Since a double Steam Tank will be used there is no need for a
Cannon but a Mortar or Helstrom Rocket battery are possible shooting units. Pistoliers
are a very useful unit which will harass the enemy units and constantly threaten to
infiltrate past their frontline. Although Flagellants are better, they still deplete too
quickly and there are other alternatives.
List
Either an all cavalry army with Inner Circle knights as Core and Reiksguard
and Demigryphs as Special with accompanying Warrior Priests.
Or some infantry (Swordsmen, Greatswords, Halberdiers) can be included in very large
blocks with accompanying characters and detachments.
Sacrificials either detachments or small units of Swordsmen, Halberdiers
Helstrom is a good choice for a shooting alternative. 1 or preferably 2 Steam Tanks
should be included.
1) MUST HAVE
a) Steam Tank
b) Large Knight unit/s
d) Warrior Priests or characters with good saves in combat units
2) DONT Forget
a) Detachment Rules
b) Sniper rules if you do use the Hochland
c) Generating Steam points at the start. The number of Steam points must be lowered as
the Steam Tank loses wounds. Use the Steam Gun on T3 infantry as often as possible.
d) Hold the Line for units with a character
3) WATCH OUT for
a ) High strength or weapons which ignore armour saves against knights or the Steam
Tank.
4) Useful Magic Items: Van Horstmanns Speculum, Steel Standard, Griffon Standard,
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5) a) One way of enhancing the Steam Tanks performance is to choose Lore of Life for
the Battle Wizard. Just try to cast any spell and then use the attribute to recover Steam
Tank wounds.
b) The all cavalry army is probably the best option
6) Character considerations:
Warrior Priests must be included in the army. In an all-cavalry army, these priests
should try their best to provide a 5+W for their unit when their rate of depletion should
be raised or re-roll wounds to improve slaying. The Hatred plus charge bonuses is a
very good combination for cavalry. A 5pt magic weapon will then create the obligatory
magical attacks.
There are 3 possible choices for the army general a Templar Grandmaster for
the all cavalry army, the General for both infantry or cavalry army and the Arch Lector
on the War Altar. Even though the War Altar is reasonably resilient, it is better not to
allow the War Altar to be drawn into early combat.
In the magic phase, only Warrior Priests (and the Arch Lector if he is present)
could attempt to cast. A Lore of Life low level wizard could also be included.
The Standard of Discipline as usual is useful in a mediocre Ld army like Empire.

High Elves
Viable combat units
Spearelves, Swordmasters, Phoenix Guard, White Lions, Dragon Princes
Sacrificials:
Great Eagles

Other possible units


Archers
There is one obvious unit which must be included in the HE army Phoenix
Guard. Allocating the full 50% for Special units to Phoenix guards is very tempting but
either one of the other two Special units can also be included by slightly reducing the
size of one Phoenix Guard unit. Since Phoenix guards can absorb shooting and magic
and hold reasonably, against the Chosen, they are the ideal holding unit for High Elves.
A block of 40 and another block of 20 is a good combination or you could replace the
smaller block with Swordmasters.
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The only reason to include White Lions is because they are Stubborn but their
depletion rate is too high to justify their inclusion.
The Core unit can be a single block of Lothern Seaguard or Spearmen with or
without Archers. Per point, Spearmen are better than Seaguard but the Seaguard can
shoot which gives another dimension to the army. The rest of the points can be given to
characters and a unit, like Dragon Princes, to tackle smaller/weakened enemy units.
Two eagles will provide the necessary Sacrificials and flank protection
leaving just under 400 points for characters.
The only other possible unit is the Repeater Bolt thrower but like the remaining
units it consumes too many points and will be an immediate target for the enemy.
Like many other armies, High Elves have to delay combat against the strongest
armies and choose units that they want to engage in the latter half of the battle. The
enemy will try to engage one unit on several fronts as early as possible in the hope of
breaking and destroying it. Not only will this lose a substantial amount of Victory points
but the High Elf army will seem a little thin if this happens. The 2 Sacrificial Eagles
have a vital role to play in absorbing or deflecting early enemy threats and if not
positioned well, will be ignored completely.
List
The army composition is:
1) At least one large block of Phoenix Guard
2) A second elite infantry block of either Phoenix Guard or Swordmasters.
3) Spearmen or Lothern Seaguard or both for the Core requirement. This must be kept to
the minimum to maximise points for the important Special units.
4) 2 Eagles plus either a 3rd Sacrificial unit or Dragon Princes.
5) A Prince as general with the usual items and either 1 or 2 Mages (see below)
1) MUST HAVE
a) Phoenix Guard
b) Seerstaff This saves valuable points for the Wizard allocation (See Magic
Chapter). The best spells are then chosen and always cast.
2) DONT Forget
a) ASF - Always make a note of each enemy units Initiative before engaging them.
Elven higher Initiative enables you to re-roll missed hits. This creates a huge advantage
as shown in Appendix 2
b) Study the plethora of magic items carefully
3) LOOK OUT for
a) Large units with multiple attacks
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b) Losing a whole unit too early The army will look small and fragile then. The enemy
has to be engaged later in the game, avoiding some units and charging the weaker ones
which will break quickly as usual.
c) ASF + High Initiative improves HEs combat
4) Useful Magic Items: Vambraces of Defence, Talisman of Loec, Banner of the World
Dragon, Book of Hoeth, Talisman of Saphery, Annulian Crystal, Folariaths robe.
5) Most tournaments ban the Book of Hoeth but if it is not, the procedure for its use
starts from the moment you choose spells. The Seerstaff mage chooses the 2 spells that
are not required. The bearer of the Book of Hoeth then chooses the same lore and
automatically gets the 4 remaining spells since spells cannot be duplicated. These will
contain the most potent spells which are then cast with the 6 maximum dice ensuring a
very high probability of irresistible force. The Lore of Life combo, discussed in the
Magic Chapter, could also be used plus the Banner of Sorcery.
If the Book of Hoeth is not used, then the Seerstaff mage simply chooses the
best 2 spells against the opposing army. The Lore of Life is a good choice because it
offers some compensation for the small units; enabling valuable lost wounds to be
recovered while threatening the commonly larger sized enemy units with Dwellers
below.
6) Character considerations The standard composition of 2 Mages and a Prince is best
with the Prince joining the Phoenix Guard unit.

Lizardmen
Viable combat units
Saurus Warriors, Skinks, Temple Guard, Kroxigors, Stegadon, Ancient Stegadon
Sacrificials
Skinks
Other possible units
Salamanders, Skink Skirmishers, Chameleon Skinks
List
Lizardmen is one of the 4 or 5 armies where there is a good choice of combat
units. The choices are further simplified by 4 units standing out clearly from the others.
These are Saurus, Skinks, Temple Guard and Stegadons.
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Stegadons will lose combat because of static CR i.e fully ranked up units with a
standard. Even though its rate of slaying is bigger, it still loses to a horde Swordsmen
unit by a combat resolution of (4-3.5) 0.5 for a Stegadon and by 0.7 for an Ancient
Stegadon. However it is Stubborn and could still choose to charge these units as it could
destroy some units completely while passing its break tests especially if the general is
close enough. The unit it charges cannot be too big a maximum of 33 Swordsmen will
be destroyed by a Stegadon before it itself perishes. The equivalent figure is 40
Swordsmen for the Ancient Stegadon. This figure will be smaller for better units T4
etc.
Since the Slann is obligatory, it follows that he will have to be placed in a unit of
Temple Guard. 48 Temple Guard would be able to withstand 6 rounds of combat from
Appendix 2 but uses up too many points. A balance has to be struck between this unit
and Saurus which is the best unit overall. The Temple Guard unit should serve more as
a protective unit for the Slann with Saurus engaging in combat and Skinks used as
Sacrificials. Therefore the Saurus units should be maximised e.g. 2 units of around 50
each will withstand almost 8 rounds of combat each and be able to hold the enemy at
bay while the Temple Guard unit only needs to be in combat late in the game and can be
limited to 20 or 25. The heavy hitters can then be Kroxigors or Stegadons but once again
they must be selective in combat.
Poisoned shooting can destroy Monsters in just a few rounds and while it may be
tempting to focus on Skinks and shooting, this option will not work in the tournament
environment as explained in the Shooting Chapter. Skinks and even Chameleon Skinks
are still useful, not only as Sacrificials but for harassing the enemy with their shooting.
They are better off armed with blowpipes instead of javelins.
The army will comprise of
Slann, Temple Guard, Units of Saurus with Skinks as Sacrificials. Stegadons may also
be added.
Other tactics
1) MUST HAVE
a) Slann with Disciplines Focus of Mystery, Soul of Stone,
b) Saurus
2) DONT Forget
a) Slann can cast magic missiles while in combat
b) FAQ for Cold Blooded Ld tests with additional dice (e.g. with 4 dice)
3) LOOK OUT for
a) Initiative tests e.g. Pit of Shades, Purple Sun
b) ASF elite enemy units.
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c) Cold Blooded rules making units very difficult to break


4) Useful Magic Items:
Cupped Hands, Bane Head, Diadem of Power, Divine Plaque of Protection, Maiming
Shield, Piranha Blade.
Other useful Disciplines for the Slann are, Focused Rumination, Higher Sate of
Consciousness and Unfathomable presence
5) Bane Head is usually combined with Piranha Blade to quadruple wounds. It can also
be combined with Cupped Hands to slay enemy Wizards. The Slann rolls 6 dice getting
Irresistible force and then using the Cupped hands to transfer the miscast to a n enemy
wizard.
6) Character considerations:
A Scar Veteran armed with a simple magic weapon gives the magical attacks
option. Since the Cold Blooded Ld test has a high % probability of success, a BSB is
not really needed. However it can still be present as it effectively makes Saurus units
almost impossible to break. An Old blood is also a worthy alternative if you prefer an
army which depends less on magic.
The Engine of the Gods as a mount is too costly and makes the army too dependent
on magic. The Skink Priest riding it will be immediately targeted and will grant the
enemy easy VPs.

Ogres
Viable combat units
Ogre Bulls, Ironguts, Maneaters, Mournfang Cavalry, Thundertusk, Sabretusk Pack
Sacrificials
Sabretusk Pack, Gnoblars, Gnoblar Trappers
Other possible units
Leadbelchers, Yhetees, Maneaters, Thundertusk, Stonehorn, Ironblaster, Gnoblar
Scraplauncher
List
Ogre units are one of the best at slaying and should be able to win the first
round of combat in most encounters. The rate of depletion however is also high and thus
quickly reduces Ogre units to small sizes. This makes Ogres ideal against small units
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but significantly weaker in protracted combat especially against units with a large
wound pool. Mournfang cavalry are the best Slayers in the army and a unit of 6-8
Mournfang will inflict more wounds on the enemy than it suffers, even on the Chosen.
However by the end of the first or second round of combat, the number of Mournfang
models remaining is so small that the unit becomes ineffective and is normally
destroyed completely.
The army list is therefore centred on maximising the size of units instead of the
old MSU style sometimes used in 7th edition. Since the cheapest model is the Ogre Bull,
having a large unit of Ogre Bulls is the first step in forming your army list. Next is the
choice of weapons and whether you should include the more expensive Ironguts.
Against Chosen and elite units, Ogre Bulls deplete at about 2 3 models per round of
combat. Adding another 2 -3 models for shooting and magic losses gives a minimum
size of 9. Two units of 9 -15 Bulls will take between a third to half the points available.
If you have heavy hitting units then it is not necessary to upgrade the large Bull unit with
2HW. The hand weapon and shield option provides better saves. Even this is not good
enough against elite infantry and the strategy for Ogres should not be Anvil and
Hammer. The usual combat avoidance against elite enemy infantry should be used but if
there is no choice then elite enemy units can be defeated by hitting them consecutively
(but only in later rounds) i.e. charge with one unit and slay as many as possible and then
charge with another unit and slay as many as possible. You have to gauge this carefully
as the two units used will be reduced to very small units (or a unit only!) after combat.
Ironguts are more effective against cavalry but so are Mournfang. Both units
could be included but will serve the same function of taking on heavy cavalry and small
units. The choice is yours!
The easiest Sacrificial choice is a single Sabre tusk. 3 units of 1 Sabretusk will
deflect and delay charges by dangerous enemy units against your combat blocks. You
could also use Gnoblars as alternative Sacrificials with 1 or 2 Sabretusks.
A small unit of Yhetees could be used to provide magical attacks against
Ethereals etc as an alternative to having magical attacks from characters only.
Finally the Ironblaster and Thundertusk are useful inclusions since they can
shoot and move. Ironblasters are particularly good at shooting and taking out Monsters
etc. while Thundertusk has a stone thrower that suffers no casualties when it misfires
and also serve the purpose of improving combat efficiency of units close by.
Some players are over excited by the different combinations available to
Maneaters. A quick check on Appendix 2 and 3 will set that right. There are better
alternatives in combat than Maneaters. It is their special rules which merit their
inclusion in an Ogre army. The best 2 choices of Been there Done That abilities are
Scouts and Sniper. Armed with a brace of Ogre Pistols, 12 shots from 6 Maneaters in 2
ranks at BS4, should be able to kill a Wizard or even a Wizard Lord in 1 turn of
shooting!
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The list should consist of 1 or 2 units of >12 Bulls e.g. 15 Bulls plus a smaller
unit of Bulls. The last unit is a matter of taste and could be Maneaters, Mournfang
Cavalry, the Ironblaster, Ironguts or a Thundertusk. 2 or 3 units of 1 Sabretusk will act
as Sacrificials.
Other tactics
1) MUST HAVE
a) At least one large unit of 12 or more Ogre Bulls
b) Sabretusks as Sacrificials
c) Hellheart - see below
2) DONT Forget
a) Impact hits and Stomps. Roll of 10 or more for D3 hits.
b) Butchers and Slaughtermasters are immune to Poison
c) Tyrants Big Names see below
d) No Misfires for the Ironblaster and Thundertusk
e) Sabretusks do not benefit from Inspiring Presence
f) Be aware of the positions of enemy wizards so that Hellheart can be unleashed most
destructively
3) LOOK OUT for:
a) Losing models from ranged attacks in early rounds. Unlike other armies the loss of 1
or 2 models matters
b) Maneater Sniping Scouts
c) A Butcher or Slaughtermaster and his unit approaching strangely close to enemy
wizards probably means he has the Hellheart and has to be avoided e.g. by forcing that
unit into combat while moving the wizards away.
4) Useful Magic Items:
Hellheart needs to used early when as many enemy wizards are estimated to be in
range;
Gruts Sickle, Dragonhide Banner, Greedy Fist, Gnoblar Thiefstone;
Popular Big Names include Kineater, Mountaineater, Longstrider and Deathcheater
5) Although Ogres excel in the combat phase they also perform reasonably during the
other phases. During the magic phase, the Augment spells from the Lore of the Great
Maw are the ones to watch out for since there are quite a few good ones. Try to make
units that might lose combat Stubborn. In the shooting phase, the Ironblaster and
Thundertusks stone thrower will be expected to hit at least once per game.
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Enemy units will prefer to charge Ogre units to avoid Impact hits. Against M4
or less, moving to a distance of 13 might tempt the enemy to charge. There is then a
>50% chance of a failed charge and so another unit could be positioned in preparation
for this and a flank charge. M6 also make Ogres almost as good as cavalry at preventing
retreats (see The Basics Chapter)
Sabretusks unlike other Sacrificials will probably run off the board if they
flee. Each Sabretusk unit can be expected to be used only once especially if they have to
flee. When they are positioned to deflect charges (see Combat Chapter), they should be
prepared to hold as a charge reaction
6) Character considerations The Tyrant has the highest Ld and is the best choice as the
army general. A Slaughtermaster could be the general instead with a Butcher and a
Bruiser BSB. The generals unit should be given the Standard of Discipline if possible.
This increases the Tyrants Ld to a respectable 10.

Orcs & Goblins


Viable combat units
Orc Boyz, Savage Orc Boyz, Orc Boyz Biguns, Savage Orc Biguns
, Night Goblins,
Black Orcs, Trolls
Sacrificials
Wolf Riders, Spider Riders, Goblins, Snotlings
Other possible units
Spear Chukka, Rock Lobber, Doom Diver, Goblin Chariot, Fanatics in NG unit
List
The cheapest infantry block is the Night Goblin unit. Netters are mandatory. If the
nets work, 130 Night Goblins are sufficient. (83+50). Two such blocks could be used
but only 1 is really necessary. The next block, from the Combat Ratings table should be
Savage Orcs Biguns. Only 1 unit of Biguns is allowed so we have to move on to the next
best unit Trolls. Filling the remaining points with Trolls is not advisable because of
their Stupidity and the possibility of encountering Flaming attacks. The general must
also be close to the Trolls up to turn 5 or 6 for Inspiring Presence to reduce the chance
of Stupidity.
The fourth and possibly fifth unit is more difficult to choose. Orcs with HW and
shields have the smallest rate of depletion; Savage Orcs have the most attacks while
Black Orcs are the heaviest hitters. Any one of these 3 units can fill the slot as could
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another block of Trolls.


Sacrificials could be Wolf Riders or Snotlings. Snotlings are a safer bet since
they do not suffer from Animosity while Wolf Riders are far more mobile.
Tactically, the first three units could fulfil most of the necessary functions of a
viable army. The army focuses on combat with Night Goblins holding almost any unit
thrown against it while Savage Orc Biguns and Trolls dish out a bucketful of attacks and
slay the opposing unit. Savage Orcs also have a reasonable rate of depletion to hold and
can perform both tasks of slaying and holding quite well.
The armys composition is quite predictable with only 1 or 2 units that can be
varied: 1 large Night Goblin block of about 100-135, 1 block of 40-50 Savage Orc
Biguns, 1 block of Trolls, Snotlings and/or Wolf Riders as Sacrificials and the final unit
is chosen from the four discussed previously.
Other tactics
1) MUST HAVE
a) Netters, Night Goblins
b) Savage Orcs Biguns with 2 HW
2) DONT Forget
a) Animosity Rolls at the start of the turn Consider the consequences of failing this in
the next turn before you move units
b) Stupidity rolls for Trolls and keeping the general close to them
c) Choppa bonuses in the first round
d) Fear Elves, Night Goblins and Dwarfs Hatred
e) Waaghs Lore Attributes
3) LOOK OUT for
a) Initiative tests e.g. Pit of Shades and Purple Sun
b) Playing against Orcs, the most dangerous units are Savage Orc Biguns and Trolls.
4) Useful Magic Items:
There is no Orc Shiny Stuff that impresses! Magic items should be chosen from the
Common Magic item pool.
5) The Troll Vomit attack may seem to be good against well armoured units like cavalry
but it is actually less effective than the normal attacks see Appendix 2.
Big Waagh is a better lore overall than Little Waagh which only has 1 dangerous
spell Curse of the Bad Moon.
Against most armies the Orc units should surge forward and expect to win
combat or remain Steadfast. Warriors of Chaos and a few other elite units are the only
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problems and some manoeuvring and combat avoidance is needed against these units.
Night Goblin Fanatics? Dont overestimate the damage that they will dish out.
This could range from nothing to a dozen enemy models or worse they might reduce the
numbers in your units. It is basically a gamble to have Fanatics that work well. One
popular Fanatic trick is:
Position the large block (or Sacrificial unit) so that it will take a charge from an
enemy unit. Put the unit with Fanatics behind this block so that there is a distance of just
under 8" between the fronts of the 2 units.
When the enemy moves in for the charge, release the Fanatics past your own unit
maybe 1 or 2 through the O&G unit if there is no space. D6 hits are inflicted on the
charged O&G unit but the Fanatics are placed in front of this unit. There is no option
since the Fanatics have to be placed past a unit it goes through. Chargers suffer 2D6 x
no. of Fanatics hits. Ive seen this used but I dont find it does significant damage to
merit the inclusion of Fanatics.
Netters however must definitely be included as it is the presence of Nets which
bolster the Night Goblins performance in combat.
The popular O&G lists sometimes have magical attacks confined to 1 character
only. If this is an infantry character then Hexwraiths and Ethereals will be a problem.
One solution is using magic spells of Shamans but this doesnt guarantee success.
Adding another cheap character with a magic weapon should be sufficient.
6) Character considerations
A Black Orc Warboss ensures that at least one unit will overcome adverse
Animosity rolls but a Orc Warboss is also possible since it requires fewer points and
has the same Ld.
The Shamans will be Orcs chosen at levels in the manner described in the Magic
Chapter.
Since Night Goblins Big Bosses are cheap and T4, a number of them could also
be used to bolster the front line of the Night Goblin unit. They will of course be targeted
by the enemy and this might offset the Night Goblins use of holding against the best
enemy units possible without surrendering VPs. There are cheaper options which carry
a smaller risk of losing VPs than having a large number of Night Goblin Big Bosses.

Skav
Viable Units Clanrats, Slaves, Stormvermin, Gutter Runners, Plague Monks, Hell Pit,
Sacrificials
Night Runners, Giant Rats,
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Other possible units


Weapons Teams Poisoned Wind Mortar (best), Warpfire Thrower, Poisoned Wind
Globadiers, Plague Claw Catapult, Warplightning Cannon, Screaming Bell and Plague
Furnace as mounts
List
Skav is one of the few armies that can have the maximum needed against
Chosen. 2 or 3 blocks of 140 - 160 Slaves with no upgrades plus the Grey Seer on a
Screaming Bell still leaves points for a block or two of about 40-50 Clanrats with or
without a weapons team. 3 or 4 units serve as Sacrificials and here there is a wide
choice of units to choose from 5 Poisoned Wind Globadiers, 10 Night Runners, 20
Slaves or the cheapest, 1 Packmaster and 5 Giant Rats. The tactics here is simply to cast
the 13th spell and destroy small units completely. N.B. against Bretonnians and Ogres a
different devastating spell is required e.g. Plague, Wither from the Plague lore or
Scorch from the Ruin Lore. The Grey Seer would of course be protected from Miscasts
by an Earthing Rod. The Slaves simply absorb all combat attacks while the Sacrificials
deflect potentially dangerous attacks.
While this may seem a negative strategy, Skav does not have much choice.
Gun-lines are possible with a number of Weapons Teams but as will be seen in the
Shooting Chapter, this simply wont win battles on its own and also offer easy Victory
points to the opposition. Weapons Teams just like Gutter Runners should not be left out.
Gutter Runners will shoot down any Monster or Greater Daemon etc with their
poisoned shooting and if these are absent, then they could be Sneaky Infiltrators against
Warmachines and shooting units or remain behind the lines to deter units who are trying
to encircle the combat units. Weapons teams provide a cheap way of providing the
necessary magical attacks.
The huge blocks of Slaves will be able to shelter the Grey Seer and his unit of
Clanrats sufficiently except against flyers. Flying Monsters, Bloodthirster and units of
flyers will have to be dealt with by Gutter Runner Shooting. The numbers needed will
be large see Shooting Chapter. This should also be combined with ranged magic from
the Greyseer.
The Storm Banner could be used either in a small unit of Plague Monks or
carried by a BSB with good saves
144 Slaves without shields will last 9 rounds against Chosen or 29 S5 attacks per
round. With Shields only 121 are needed and cost only 12 points more. The units with
shields also fare much better against S6 combat attacks.
The Hell Pit Abomination does not feature in the Appendices because it will be
slain and cost valuable VPs. Because of its Too Horrible to Die rules it could be chosen
if you want to gamble at rolling 6s!
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The army composition is:


1) 2 or 3 blocks of Slaves @150 or slightly less.
2) 1 or 2 blocks of Clanrats with Greyseer
3) Weapons Teams and/or Gutter Runners
4) 1 or 2 units of Night Runners or Giant Rats as Sacrificials
5) Warlock Engineer level 0 with Doom Rocket. He can be treated as a suicidal
character i.e. position him to use the Doom Rocket as effectively as possible
disregarding any future danger to himself. A simple rule to estimate the distance of the
Rocket is to use 7 as an average for every 2 dice. Shoot the Rocket early and aim for
the centre of the thickest concentration of enemy units.
The diagram below shows how this is done. The Warlock Engineer marches to
the left flank and nominates the direction that will pass through all units. 4 dice should
be rolled the minimum distance of 4 will hit E3 while the maximum of 24 will hit E4
with the most likely outcome of 14 hitting both E1 and E2.

Other modifications of the composition above involves removing a unit of


Clanrats or Slaves i.e. leaving 3 blocks. These are replaced by combinations of the
following:
1) Some shooting units Warplightning Cannon, PlagueClaw Catapult or Weapons
Teams like Poisoned Wind Mortar, Warpfire Thrower or the Ratling Gun. They all have
the usual Skav dire sting in the tail but their magical ranged attacks will be useful
against Ethereals.
2) Tunnelling Poisoned Gutter Runners 15 is a good unit size but small units also
work. This unit/s can charge the gunline if there is one or use their poisoned throwing
stars to wound Monsters
4) Plague Furnace with a Plague Priest and a block of Plague Monks which is good in
combat but still cannot match the Chosen. A risky unit to use as it could cost you
valuable victory points if defeated and will leave much fewer points for Slaves and
Clanrats.
Other tactics
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1) MUST HAVE
a) Large blocks of Slaves and Grey Seer in a Clanrat unit. The Grey Seer could be
mounted on a Screaming Bell.
b) Cheapest Warlock Engineer with Doom Rocket see above
c) Warpstone Tokens and Earthing Rod for Greyseer
2) DONT Forget
a) Special Skav rules: +1 for fleeing; Strength in Numbers; Refusing Challenges
b) Ring the Bell, if you use one, at the start of the shooting phase and the Grey Seer can
cast with 360o LOS over units.
3) LOOK OUT for
a) Flank charges they nullify rank bonuses and hence Ld
b) Flyers.
4) Useful Magic Items: Warpstone tokens, Doom Rocket
5) To quickly attack small and weak enemy units, Gutter Runners could be deployed as
Scouts. Then a block of Nightrunners could move up 6" using Slinking Advance to
support them. The Gutter Runner champion should be given Smoke bombs to quickly hit
and then flee without getting caught.
6) Character considerations
As mentioned above, a Grey Seer and a Doom rocket Warlock Engineer are
obvious choices. One experimental list has 4 Chieftains in a unit with a BSB and Shroud
of dripping death (or Banner of Under Empire) with Scrying stone, Shadow Trinket and
the Iron Curse Icon. This works only to a limited extent and the characters will be an
obvious target for the enemy to try to win VPs.
Some players employ more than 1 suicide Engineer e.g. 1 with Doom Rocket, 1
with Death Globe and 1 with Brass Orb plus maybe an Assassin with an Infernal Bomb.
A generous estimate would be 10 models slain from each item above. This could slay a
unit of 40 but it could also mean 3 dead Engineers and a dead Assassin.

T Kings
Viable combat units
Skeleton Warriors, Skeleton Chariots, Skeleton Horsemen, Tomb Guard, Necropolis
knights
Sacrificials
Skeleton Bowmen, Skeleton Warriors
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Other possible units


Scorpion, Tomb Swarm, Carrion, Screaming Skull Catapult, Casket of Souls,
Hierotitan, Warsphinx

List
The first block will be 100 or more Skeleton warriors with HW and shields.
Appendix 2 and 3 shows that there i s one other clearly good unit Tomb Guard.
Chariots are good only when they charge and then will be destroyed in subsequent
rounds. Necropolis Knights, Ushabti and Warsphinx fare better than Chariots against
Savage Orcs. Per point these 3 units are to be preferred to Chariots. Choosing one from
these 3 is not easy though.
The Warsphinx is best when comparing rates of slaying and depletion but it has no
static CR (other than when charging) and because of the Undead rules will lose an
additional wound or 2 to elite units while only narrowly defeating fully ranked up core
units.
Necropolis Knights perform better than Ushabti against Savage Orcs and Core
units but both units like the Warsphinx will be knocked out in 2 rounds by Chosen.
There is one advantage to Necropolis knights - they benefit from Entombed Beneath the
Sands rules which compensates somewhat for this slow moving army.
Other units like the Casket of Souls, Hierotitan, Screaming Skull and Tomb
Scorpion also do not survive in combat against elite units but provide support in the
magic and shooting phase. The Casket can slay 3 or 4 models if the Light of Death is not
dispelled and then has a 50% of slaying the same amount again. An estimated total
number of wounds inflicted by the Casket will not exceed 20 for the battle. The
Hierotitan adds dice to the power pool. The value of this is dubious against armies with
good magic defence refer to the Magic Chapter. The Screaming Skull Catapult(SSC)
however costs the least number of points and has a better chance of inflicting more than
20 wounds if 2 are used. It has useful Flaming attacks and causes Panic when wounds
are inflicted.
Sacrificial units can be chosen from 10 Skeleton Archers or 5 Skeleton
Horsemen. Horsemen are faster (as fast as T Kings can be!) while Archers will
provide some shooting as well.
Combat has to be selective. If there is a good chance of winning combat, an
Undead unit will perform very well and slowly grind the enemy to dust. If however it is
engaging an enemy unit which wins, the loss of wounds due to the Unstable rules
exacerbates its predicament. It will deplete very rapidly and disappear. Coupled with
its inability to march, Tomb King units will have to avoid combat through Sacrificial
diversions in the early stages and then choose a weak or weakened enemy unit to fight
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against. It has to use its Lore attribute to restore wounds as often as possible to offset
the balance in combat ability with strong enemy units.
The army composition is as follows:
1) A block of 100 130 Skeleton warriors with HW and Shields. They can take 4
rounds of combat against the best enemy units. Including characters, like Tomb Princes,
Tomb Heralds and Necrotects will enhance their performance but remember that these
characters will be targeted and will perish eventually if attacked by good enemy units.
A second, smaller block of Skeleton warriors of about 50 70 could be added to this to
ensure that there will be 2 good holding units. These blocks of Skeleton Warriors can
only win VPs against weak or small units.
2) One unit of 40 or more Tomb Guard to take on the mediocre units supported by
another Tomb Guard unit plus either Necropolis knights, Scorpion, Ushabti or a
Warsphinx.
3) At least one SSC and Skeleton Archers or Horsemen can function as Sacrificials.
Other tactics
1) MUST HAVE
a) Large block of Skeleton Warriors
b) Tomb Guard
2) DONT Forget
a) 6+ Regeneration for Hierophants unit
b) Rolling at the start of the turn for Entombed Beneath the Sands
c) Flammable characters
d) The Curse
e) Undead Constructs rules
3) LOOK OUT for
a) Enemy with good magical defence Dwarfs, Slann
b) Units with multiple attacks. They will prove dangerous to Skeleton blocks.
c) Attacks on characters to stop My Will be Done. In most circumstances it is better for
the character to be in a challenge to reduce the number of attacks on him unless of
course the challenge is against a good combat character. Positioning these characters to
minimise base contact with the enemy has to be done prior to charging or being charged.
d) The Hierophant. The enemy will seek him out in every turn. If he has to be moved out
of a sheltering unit, check that he will not be subjected to ranged attacks in the next
enemy turn. Watch out especially for ranged attacks that can isolate characters.
4) Useful Magic Items:
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Standard of Undying Legion; Banner of Hidden Dead (It does help when you have a few
Entombed beneath the Sands units but this Banner and its bearer is altogether too
expensive); Neffaras Scrolls of Mighty Incantations
5) A Bubble deployment (See Some Basics Chapter) is traditionally used by T Kings.
Make sure you have assessed the terrain carefully to find out various places suitable to
shelter the Hierophant should the need arise. As a rule the Hierophant should avoid
joining combat units.
T Kings have in the past been magic dependent. Using the Lore of Nehekara
ensures good augments and some models will be resurrected in most magic phases.
Although this lore is sound against some armies, the Lore of Light is a better alternative
against Daemons, Vampires or another Tomb King army.
Heres a dubious trick to preserve the Hierophant which you might have to look
out for: The BSB Tomb Herald is given Banner of the Hidden Dead and joins the level
2 Liche Priest who is the Hierophant in a unit of 2 characters only. The bearer of the
Banner then nominates his unit to have the Entombed Beneath the Sands ability. When it
comes to the T Kings turn, no dice is rolled for Entombed Beneath the Sands.
The Hierophant and BSBnever emerges on the battlefield. He is present of
course beneath the sands but can never be destroyed.
This hinges on the absence of the word must in the Ambushers rule as opposed
to must appearing in the combat rules on pg 48. i.e. whereas units in combat must
fight because the rules explicitly uses that word then the absence of the word must in
the Ambushers rules points to rolling to Ambush as not being compulsory.
This is not an argument I would advocate although I would not mind playing
against such a list. Whether this Hierophant is acceptable or not Ill leave you to debate
with your opponent!
6) Character considerations Two characters will obviously have to be given good
saves the Hierophant and the Tomb King/Prince. If you choose a Tomb Prince as your
general, then there should be enough points for a second Tomb Prince but with reduced
saves. The characters with magic will be a Liche High Priest and a Liche Priest as
discussed in the Magic Chapter.

Vampire Counts
Viable combat units
Ghouls, Skeleton Warriors, Grave Guard, Black Knights, Hexwraiths, Bloodknights,
Cairn Wraiths
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Sacrificials
Zombies, Dire Wolves
Other possible units: Mortis Engine
List
The 2 problems of the Vampire army are the Unstable rule and the weak Core
units. Since all Core units are weaker than Swordsmen, the minimum number of points
should be spent on them. They should also avoid combat as far as possible or be used to
deflect and divert enemy units.
One solution is having 70 Dire Wolves in 7 or 14 units. 3 or 4 units should
serve as Sacrificials while the others should attack the enemys Sacrificials, shooting
units or weak small units if any. With their Vanguard ability this is quite easily achieved
but I am not recommending this risky Core choice.
A single block could be used to fulfil the Core requirements. From the combat
ratings per point in Appendix 2, this unit should be skeleton warriors armed with hand
weapon (HW) and shields. This large unit of 100 skeletons should be able to last 4 or 5
rounds against a single frontal unit.
The best overall unit are Grave Guards and therefore one or two large blocks
are advisable. 4 other Special units namely, Black Knights, Crypt Horrors, Vargheists
and Hexwraiths are viable in combat. The first 3 do not last long enough against Chosen
and similar elite units and should engage small or weaker units only.
Hexwraiths may seem to be a very good unit. Unfortunately (or fortunately!),
they have a maximum limit of just 10 and therefore start off any combat against a fully
ranked up unit with a -3 (or -4) static CR (combat resolution) deficit. At S3, the
probable number of wounds per round of this unit against Swordsmen would be
10X0.347 + 5X0.139 = 4.2. If they are charged by a Swordsmen unit, they win combat
by 0.2 (effectively a draw = lose combat by 1, Musician) and if they charge they win by
1.2.
Losing combat by 1, loses 1 more model by crumbling and also the rank bonus of
1 i.e. they will continue to lose combat in future rounds a draw still loses because they
do not have a Musician. If they charge, the Swordsmen unit should be able to hold them
up long enough for a unit or character with magical attacks to charge them. Then they
will deplete even faster. Hexwraiths should therefore try to avoid being in combat and
especially being charged by fully ranked up units.
There is a risky option of employing 2 or 3 units of 10 Hexwraiths and using their
Spectral form as often as possible while avoiding combat. An army list that employs
more than 1 unit of 10 Hexwraiths will be leaving fewer points for other units.
Hexwraiths will be dealt with later in greater detail along with Cairnwraiths.
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A quick mention here first. If you do use Cairnwraiths, then you could use them
with Skeleton warriors as part of the double charge tactic mentioned in the Combat
chapter. The skeletons provide the static CR while the Cairnwraiths inflict wounds.
This will not work however after a combat reform which will definitely happen to bring
in more models in base contact with the skeletons.
Once again we have another VC unit which cannot hold for long enough in combat
against very strong elite units.
The strongest unit are Bloodknights which, based on wounds inflicted alone,
will beat the Chosen. Since their unit size is smaller, they run the danger of running out
of models in combat against a fully ranked up large enemy unit.
This feature of necessarily having some smaller units then determines the
tactics the VC player has to follow. While VC elite units are good in combat, they still
have to be selective against enemy units they choose to charge. Large enemy elite blocks
are to be avoided in general. The Core unit/s has to steer away from early combat.
Ethereal unit/s have to find out where the dangerous magical attacks will come from and
avoid them while Hexwraiths maximise their Spectral Hunters attacks. Special units
focus on knocking out small and weak enemy units or engage the strong units at the right
time later in the game with the support of Invocation of Nehek explained below.
It is important to remember that the rate of depletion is further increased by the
Unstable rule. This has to be factored in when determining how long a unit will last in
combat.
For example,
Against 28 Savage Orcs, 28 Grave Guard slay at 5.8 and deplete at 8.9 on the first
turn, thus losing 3 more from instability and a rank. Grave Guard starts losing combat
and deplete at 1 model more and will last just 3 more rounds before they are annihilated
leaving 8 Savage Orcs.
Black Knights slay at 6.2 and deplete at 6.4 but will probably have a smaller rank
bonus and lose more models. The same is true for Crypt Horrors who although cause 3
more Savage Orcs wounds than are inflicted on them, will still eventually be
annihilated.
The Vampire army can prolong its survival in prolonged combat using the
Invocation of Nehek. On average this will resurrect 7 models (Level 4 + D6=7
assuming D6 average =3) and will probably be cast about 2 or 3 times. In the scenario
of Grave Guard vs Savage Orcs, this could just about tip the balance in favour of the
Grave Guard.
Combat has to be selective. If there is a good chance of winning combat, an
Undead unit will perform very well and slowly grind the enemy to dust. If however it is
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engaging an enemy unit which wins, the loss of wounds due to the Unstable rules
exacerbates its predicament. It will deplete very rapidly and disappear just like the
Tomb King army.
The army composition is:
1) 100 Skeleton warriors as Core
2) 2 X 5 Dire Wolves as Sacrificials
3) A 10 Hexwraith unit. I would not recommend more than 2 such units as this reduces
points needed elsewhere
4) Grave Guards with magic Banner 2 large blocks.
5) Several possibilities for the next unit choice:
A) Unit of Black Knights
B) 1 Grave Guard block with magic Banner and 9-12 Crypt Horrors
C) Mortis Engine plus smaller blocks of above
D) Small unit of Vargheists or Bloodknights with above
Other Vampire Count Tactics
1) MUST HAVE
a) More than 1 Wizard
b) Grave Guard unit with Banner of Barrows
c) 100 Skeletons as Core
2) DONT Forget
a) 12 distance of units from Vampires to march. Keep units that have to march close
enough to a Vampire.
2) Special abilities of the Mortis Engine if you have one e.g. Cumulative Regeneration
3) Invocation of Nehek cast with 1 dice by a level 4 is not an auto-cast
3) LOOK OUT for
1) Ranged attacks that can isolate characters
2) Enemy Units/Characters with magical attacks
4) Useful Magic Items:
Good Vampiric Powers Red Fury, Curse of the Revenant, Aura of Dark Majesty, Dark
Acolyte, Forbidden Lore, Fear Incarnate, Beguile and Master Strike
5) Lets look more closely at the maximum limit of 3 units of 10 Hexwraiths. They have
the Vanguard ability and being Ethereal can shelter behind appropriate terrain. In the
first turn, they will inflict 30 S5 hits slaying 25 T3 models. Repeated 6 times this will
slay 150 models. This is an absolute maximum figure and in a real battle, the total will
be smaller than this. We can expect 3 rounds of Spectral Hunters inflicted wounds i.e.
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about 75. (3 rounds to get into combat). Enemy units will of course also manoeuvre to
try to avoid or engage the Hexwraiths in combat quickly as shown below.
In the diagram below, both Hexwraith units (X1) and (X2) are prevented from
making a Spectral Hunters attack/move. Unit (A) retreats just past 15 from (X1) which
cannot move to within 1 of units and therefore cannot perform a Spectral Hunters
move.

Unit C has moved to within 7 of unit (X2) while unit (B) waits behind it. If (X2)
makes a Spectral Hunters move, then it will be charged by (B) in the next turn. Note that
(B) must accommodate all paths that (X2) could take by making sure its arc of sight
covers all possible paths of (X2) through (C).
It is important to remember that Hexwraiths will make full use of terrain and their
ability to reform without penalties to Spectral Hunt. The left diagram below shows
Hexwraiths (same can be applied to Screamers) taking full advantage of these abilities.

The first scenario in the left diagram is (A) and (X1). (A) has magical shooting
and has used the hill or jungle etc which blocks LOS, (dark green) to protect its left
flank. The Hexwraith unit, (X1), however simply moves behind the hill and escapes
(A)s magical shooting. It positions itself making sure that (A) has to march to be in
LOS. (A) is unable to shoot in its next turn and in the turn following that (X1) can hunt
(A) Spectrally.
For the next scenario in the same diagram on the left, (C) acts as a lure, tempting
the Hexwraith unit (X2 dotted outline) to move through it while (B) waits in ambush.
(B) and (C)s position and orientation are both wrong because it allows
i) X2 to move to just outside (B)s arc of sight labelled box (X2) with a bold outline
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ii) X2 to move to a Safe Zone (see Some Basics and Combat Chapter) -positions (XB)
or (XA). Both these positions are within (B)s arc of sight but (B) is unable to charge.
For (XA), (C) is blocking the charge path while for (XB), (B) will be in impassable
terrain off the board.
In all 3 cases (X2) has inflicted wounds on (C) but (B) cannot charge. The
ambush has failed.
(see Lure and Ambush in the Some Basics Chapter and also
in Combat Chapter)
The diagram on the right shows the first step in checking that the units (A), (B)
will be positioned correctly. An imaginary circle of radius 16 is drawn from the
Hexwraiths unit to show the furthest distance they could end up. This solves the problem
for (A) which simply has to move to its left while keeping 15 away.
(C) position itself within a reasonable charge distance e.g. 7+ Movement or less from
X2 while (B) positions itself behind so that it has a clear charge path to both flanks of
C. Check that (B) can make one wheel and just about touch (X2) wherever it is placed
or however it reforms. This can be done by inspection of various formations that the
Hexwraiths can take in its final position. It will be quite obvious once you have read the
other chapters in this book.
The enemy will also aim to engage the Core VC units against which it has a good
chance of winning. Ranged magic spells and magical attacks will be piled on the
Hexwraiths. If the Hexwraiths try to avoid the enemy, then their use has been limited. If
they still persist as Spectral Hunters, then the range attacks will definitely inflict some
damage and if correctly used destroy one unit.
If the opposing army has a unit of cavalry, then it can easily manoeuvre to flank
charge the Hexwraiths. Even without magical attacks, they could win as seen above
with Swordsmen. Note however that the Hexwraiths attacks negate armour and heavy
cavalry will lose a few models.
This does not mean I am against using Hexwraiths. They are in fact an integral
part of the VC army because the opposing army has to deal with them. In doing so, one
or 2 units will be tied up and the target of magic spells and ranged magical attacks will
be known. It is important to note that Hexwraiths on their own cannot win battles and
they must be used differently according to the army being faced. Against, say
Bretonnians, they will be destroyed when charged by Lance formation knights with good
static CR. Similarly any ranked up unit with good saves will win combat against them.
Against Warriors of Chaos, Chaos Knights will destroy them easily with magical
attacks. The same is true with Forest Spirits and Daemons. Against Skav, Dwarfs and
possibly T Kings, they will be pummelled by magical shooting. Finally a single enemy
combat character will probably also win against Hexwraiths. The character needs to
inflict just 1 wound to negate rank bonuses. Charging and wounds inflicted will be the
amount the character wins combat by, provided of course he has a good Ward save .
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Hexwraiths and Ethereals must therefore avoid these situations.


Cairn wraiths fare a lot better in combat, especially against average units but
again will be beaten by static CR. On the positive side, by manoeuvring Ethereals
properly and avoiding the dangers you are now aware of, Ethereal units will have an
impact on the battlefield. They will knock out any small unit without magical attacks.
The 2 units to be used are Hexwraiths for their Spectral form ability and Cairnwraiths
for their multiple S5 hits.
An extreme list of 9 Cairnwraith heroes joining a unit of 10 Cairnwraiths, 3
units of 10 Hexwraiths, a Wight King or Vampire Lord with good saves as general, Dire
Wolves Sacrificials and a single block of Skeleton Warriors as Core will be quite
devastating to armies where the only magical attacks are from characters in combat or
magical spells. This same VC army will in turn be easily destroyed by Daemons or a
Forest Spirit army.
6) Character considerations
The best choice of general is the Vampire Lord, fulfilling both roles of being good in
combat while casting magic. He needs more protection than usual to prevent Undead
crumbling. It is probably better not to engage him too early until you have an idea of all
the magic items of the opposing army and the possible damage they might specifically
inflict on the general. The other character choices are easily filled by Vampire heroes
but the Wight King can also be chosen because he is tougher.
A Vampire that hunts, e.g. enemy wizards, on its own is not recommended. This
Vampire will slay one wizard but then will be easily trapped and finally slain.

Warriors of Chaos
Viable combat units
Chaos Warriors, Marauders, Marauder Horsemen, Chosen, Chaos Knights
Sacrificials
Chaos Warhounds
Other possible units
Hellcannon, Chaos Ogres, Warshrine Dragon Ogres, Trolls,
List
The WS5 and WS6 of Chaos Warriors and Chosen, reduces the efficacy of the
Mark of Nurg, since it will be facing enemy units with a lower weapon skill most of
the time. If the enemy is WS3 which is reduced to WS2 then they require 5s to hit. This
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is the only significant advantage of the Mark of Nurg. Warriors or Chosen will win
against these units easily anyway. So the Mark of Nurg should not be used for these 2
units.
Khern and Tze are the best 2 Chaos marks. Any mixture of these Marks can be
used as can be seen from Appendix 2. It is prudent for the holding unit to have the Mark
of Tze while the hammer units are given the Mark of Khern.
The table of combat ratings shows that Marauders in horde formation with
great weapons will be an excellent choice. Ideally 100 or more would work well but
this will reduce the size of the Warrior and Chosen units, so a little trimming is
necessary.
A Hellcannon is not obligatory in a WOC army since it functions as a
warmachine. It has an advantage of not being easily destroyed by units commonly used
against warmachines. Its misfire table helps because it forces enemy wizards to roll on
the miscast table.
The army list is built around the superb combat units available.
1) A unit of 20-25 Chosen with the Mark of Tze or Khern. 2 units are extravagant but
will also work well
2) A unit of 25 50 Chaos Warriors. The size and Chaos Mark, Tze or Khern of this
unit depends on (3).
3) The 3rd infantry block could be
a) Another block of Chaos Warriors with a different Mark from the above
b) A large block of about 80 Khern Marauders with GW.
4) Chaos Warhounds and/or Marauder Horsemen as Sacrificials
5) The last unit is a matter of taste a unit of Chaos Knights will provide some speed to
the army plus magical attacks. A Hellcannon could be included as an alternative.
Other tactics
1) MUST HAVE
a) Chosen block with Mark of Tze or Khern
b) Banner of Rage given to Warriors, Chosen or even Knights any of these units with
the Mark of Tze
c) Favour of the Gods given to the Chosen champion to re-roll on the Eye of the Gods
(N.B. some players may dispute that this can be done)
2) DONT Forget
a) Rolling for the Eye of the Gods; especially at the start of the battle for Chosen
b) Re-rolling any failed Panic tests
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3) LOOK OUT for


a) Fast moving units which will try their best to dodge and weave in between M4 units
b) Playing against Warriors, you should generally avoid early combat and make sure
you deploy with that in mind.
4) Useful Magic Items:
Useful Gifts of the Gods include: Third Eye of Tze, Conjoined Homunculus
Berserker Sword, Armour of Damnation, Collar ofKhern, Infernal Puppet, Bloodskull
Pendant,
5) Tactics for WOC are simple because of their proficiency in combat. Move forward
and charge! As usual watch out for flank charges but you will find that even with
multiple charges in the flank and front WOC units could still win combat.
6) Character considerations
The Chaos Lord is the best general.
A one character army is sufficient but since Chaos Sorcerers are T4 with armour
saves they could also be included.

Wood Elves
Viable combat units
Eternal Guard, Dryads, Wardancers, Wild Riders, Treeman
Sacrificials
Possible units Glade Guards, Dryads
Other possible units
Glade Riders
There is no choice for the Wood elf army but to hit and run. There are no units
to tackle the super Chosen unit or any good horde unit. Therefore Wood elves have to
shoot to reduce or eradicate smaller enemy units. This makes the Hail of Doom arrow
and Bow of Loren necessary in the army. Other magical arrow may also be thrown in
like Arcane Bodkins.
Combat has to be selective and finished quickly, ideally in 1 turn. Any extended
combat is to the Wood Elfs detriment unless of course a flank or rear charge is being
set up which could destroy the enemy unit. There is of course 1 exception which is the
Branchwraith with the Annoyance of Netlings in a challenge. Other than obviously
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seeking to destroy the challenger, the Annoyance of Netlings can also hold up a strong
challenger for several turns.
All Dryad and Wardancer (a big maybe!) units must try to remain in woods and
engage the enemy in combat in woods. These skirmishing units will benefit from being
Stubborn while the enemy loses Steadfast. If these units are confronted by a strong unit,
then they should manoeuvre into a Safe Zone (see Planning Pursuits and Retreats in
the Some Basics Chapter) while threatening to flank charge.
Positioning the Woodland Ambush terrain must be planned with this in mind.
Using Tree singing and moving this woodland terrain and other woodland towards each
other (usually towards a central position on the battlefield) will increase their effective
size and create the beneficial scenario of having the main combat arena covered mainly
by woodland.
Appendix 2 and 3 show that 3 units should be used Dryads, Treekin and the
Treeman. Dryads can outlast Savage Orcs if they are Stubborn while the Treeman will
last about 3-4 rounds. Treekin will defeat Savage Orcs and per point are the best
overall unit.
The army should comprise of
1) Treekin 8-12 or more
2) A large block, or two medium sized blocks of Dryads
3) Treeman,
4) Glade Guard size and number of units is best kept small if you prefer more combat.
Heavy shooting works only against some armies for Wood Elves. (see Shooting
Chapter)
5) 2 Great Eagles as Sacrificials
Other Tactics
1) MUST HAVE
a) Bow of Loren (normally combined with a magic arrow e.g. Arcane Bodkins and
sometimes further boosted by magic spells e.g. Savage Beast of Horros)
b) Hail of Doom
c) Alter Kindred character with Helm of the Hunt
d) Treekin
2) DONT Forget
a) Stomps for Warhawk Riders
b) Rules for Combat in Forests Stubborn Skirmishes; No Steadfast for other units etc
3) WATCH OUT for
1) Fast moving heavy hitters e.g. heavy cavalry
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2) Daemons and other units with magical attacks


4) Useful Magic Items:
A useful Spite is: Annoyance of Netlings,
Magic Items Briarsheath, Arcane Bodkins, Dragontooth arrows, Amaranthine Broach,
Stone of Crystal Mere, Stone of Rebirth, Moonstone of the Hidden Ways
5 ) Some WE players like to focus on shooting lots of Glade Guard etc and some
prefer a highly evasive army an army of of MSU Glade Riders and Wild Riders only.
Whilst these armies will win against some army lists, they do not function well in
tournaments as there are quite a few lists they cannot cope with. For the heavy shooting
WE list see Shooting Chapter. The mobile and evasive Glade Riders list will fail
miserably against the standard Bretonnian lists, Lizardmen, Skav and Warriors of
Chaos. There are some tricks which the Glade Riders could employ (see Fast Cavalry
Dodge etc in the Combat Chapter) but beware that the opponent who knows these tricks
will be able to counter them.
6) Character considerations
The Hail of Doom, Alter Kindred character and the Branchwraith with Annoyance of
Netlings have been mentioned. The Highborn is the best general choice. This leaves
fewer points for the magic users than usual. The Spellweaver has access to the useful
Lore of Life but is expensive.

The effect of Characters


All of the above tactics have to be modified in view of characters. The
following factors must be taken into account if you wish to charge an enemy unit with
characters or if you have a character in your unit:
1) Combat Characters add more attacks at a higher than average WS and usually at high
S.
2) Wizards are weak in combat with just 1 attack except for Ogre Kingdoms, Greater
Daemons (and to a lesser extent Heralds) and Vampires. Orc, Warriors of Chaos and
Beasts have T4 Wizards.
3) The BSB allows break tests to be re-rolled while adding to CR while Inspiring
Presence or characters in units will improve the units Ld.
4) Characters also confer special abilities to units they are in or units close to them
enhancing friendly units or reducing the abilities of enemy units. Generals and combat
characters need good saves from magic items and magic items to enhance their
performance.
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You need to know all these abilities as written in the different army books and
also all the magic items that every enemy unit might have. Again I will not state what
they are.

2. SOME BASICS
These basic ideas will be explained in the order that they appear in the game,
starting from just before deployment and then on to deployment, movement, magic,
shooting, combat and ending in turn 6.

Choosing the right spells


This is undertaken just before deployment.
If you have a choice of spells, then choose the ones that are most effective
against your opponents. Do not stick with a favourite spell but always assess the
enemys weaknesses and strengths
To illustrate this with a few examples: Lore of Light is stronger against Undead
and Daemons. Against Bretonnians, spells with hits that negate armour saves are
preferable. Phas protection is effective against shooting armies. A low Leadership
army is susceptible to Panic or Fear causing magic.
There are more details in the chapter on Magic.

Order of deployment
Deployment is a cat and mouse game that will affect the entire battle.
The maxim of deployment is: Wait and see i.e. watch what and where your
opponent deploys.
The most dangerous units or the unit most likely to be targeted in the first
few rounds should be deployed last. Similarly there will be units that have to defend
against these enemy units. Wait and see! Do not be too proactive but react to your
opponents deployment. There is no need to take the initiative here. Both you and your
opponent will be hoping for easy units to blast away with shooting; or weak, but points
heavy, units within easy reach of strong elites.
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There are five important considerations during deployment:


A) Ranged Attacks: How effective is the enemy shooting and ranged magic spells and
how susceptible is the enemy to your shooting?
If you are deploying a gun-line, wait until the favoured targets have been
deployed. If facing a gun-line deploy the units out of range, shelter or deploy the
shooting absorbent units first. On the other hand if the gun-line has not been deployed
you could pre-empt its deployment by temptingly exposing a cheap unit.
Large targets must be deployed so that they can move quickly and at the same
time not be unduly exposed to shooting.
B) Speed: How fast is the enemy in general and what problems will its fast units pose?
Conversely how effective are your fast units?
This is a crucial consideration as it is the most difficult to rectify if you have
made a mistake. Flyers can easily spoil any good deployment. Fast heavy cavalry could
easily dominate one flank and sweep through the centre. Pick the unit to defend against
them (usually another cavalry unit) and deploy this unit after the fast moving enemy unit
has been deployed. Measure the distance to Scouts and prevent them from infiltrating
behind your battle line (see Minimum Gap). Do not forget the Vanguard rule. If your
opponent gets the first turn, his or her Vanguard units will try their best to move into the
midst of your battle line and disrupt it as shown in the left diagram below. (V3), the
Vanguard unit has managed to move behind enemy units I1 and I3 because they are more
than 3 apart 1 spacing on either side plus 1 narrowest unit width of V3.

The diagram on the right shows how I3 is correctly orientated to prevent any
infiltration by (V3) (see also Behind Enemy lines later in this Chapter).
C) Terrain: This is explained in greater detail later on in this chapter.
D) Combining forces: Some units have to be deployed close together to be effective. As
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soon as you have deployed one combat unit, create a mental picture of where the other
units should go. Make sure you have left sufficient space for them and no units are
unintentionally isolated.
E) Enemy deployment: In particular, the closest enemy unit, the fastest units, Ambushing
and Tunnelling units and the most dangerous units. Identify all these first before placing
your first unit. Use Appendix 6 to assess whether you need to engage the enemy early or
avoid combat for a few rounds. Also create a general tactic, using Appendix 2 and 6 of
how you should confront the enemy i.e. which of your units should take on which enemy
units and which should not. Adjustments will have to be made later so make sure you
have enough room to manoeuvre.
Note exactly where enemy wizards are placed. This gives you an idea of where
the ranged magical attacks will come from. You will not be able to avoid some of these,
since characters are deployed last, if you do not get the first turn. The position of the
enemys general will give you an idea of whether he will be an outright combat
character e.g. placed in a combat unit or whether he is intended to mainly support
combat e.g. slightly behind combat units.
It is best to be out of range of certain characters who have nasty special abilities
like an Alter Noble, Vampires or Warlock Engineer with a Doom Rocket. Always note
where they are in every turn and if you have them, they have to be preserved and
sheltered during deployment and the 1st turn to make full use of their abilities.

Types of deployment
Key for diagrams in this section:

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Standard Central
This is the common deployment for balanced armies with a mixture of fast units, slow
units, shooting, magic and combat units.

The fast units (usually cavalry) are deployed on one or more flanks. The
central units are expected to hold against early attacks. The objective of this deployment
is to dominate one or more flanks early and then to assist the ranked up central units in
later turns.
Although, this is a common form of deployment, it is by no means rigid. One
cavalry unit for instance may be deployed more centrally if it has a good chance of
breaking certain enemy units or sometimes to support the infantry units. (See Retreating
Limitations later in this chapter). If this deployment option is viable, then it is also
possible to incorporate the strengths of other types of deployment below and modify this
deployment if appropriate.

Two prong flank


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See also Gambit deployment below.


This is similar to the standard central except two groups of strong units are deployed on
each flank. The central units could be an unimportant group of archers, weak sacrificial
units etc.
The idea here is to avoid combat in the centre and surround the enemy by
winning a flank.

Refused Flank
If the opposing army moves reasonably fast (or faster) and has more units, then
this deployment is a suitable option.

The units may be slightly clustered as shown above or in a line at one end of
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the deployment zone. The other end or flank is left vacant and is the refused flank.
As in all other deployments, terrain and the deployment objectives will
determine exactly where each unit is placed.
Deploy the more central units first so that your opponent does not read your
intentions. Hopefully he or she will deploy a few units in the flank that you wish to
vacate. Continue deploying the more central units until as many enemy units are
deployed in the refused flank.
The army is stronger in the left flank of the diagram above. Therefore it can
easily dominate this flank early in the game. To do this, it must move swiftly move
down the left flank and dominate it with a superior number of units. This is why there is
a cavalry unit on the extreme left.
(See also Anchoring a flank in the Combat chapter)
If the opposing army is much faster than yours, then this deployment will only
work if you dominate the strong flank in the first two turns.
Notice a single unit of heavy cavalry in the diagram above faces the refused
flank. This unit serves to slow down any fast but weak, cavalry or flyers or similar
units. Alternatively, a unit that will slow attackers, like swarms or a cheap Unbreakable
unit could be placed here for the same purpose.

Weakened Flank
This is a different version of the Refused flank. One or two units are placed in one flank
while the majority of the army is deployed on the other side of the deployment zone.

The units placed in the weakened flank are either skirmishers which can move
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easily, fast and cheap light cavalry or flyers. In the diagram above (S) represents these
units.
Their purpose is to slow down the oncoming enemy units in this flank. This is achieved
by either march blocking, luring and fleeing or when everything else fails, allowing the
enemy to charge them.
The Sacrificial units (S) must not be too close to the side of the table as they
move forward. They must be able to flee without leaving the battlefield. When they
engage in a battle which they are meant to lose, care must be taken in ensuring that the
pursuit or overrun lines takes the enemy unit away from the centre. (See Line of pursuit
and fleeing later in this Chapter).
The Sacrificials could easily be used on either or both flanks for the same
purposes of march-blocking and slowing down the enemy.

Abandoned Flank
This may appear to be similar to the Weakened and Gambit deployment but has
important differences. It is a tactic most suitable for armies with at least one or two
flying units or fast or manoeuvrable cavalry.
The idea here is to trick your opponent into thinking that the majority of your
units will be placed in the later abandoned flank. On the right in this case. No units
should be deployed in the other flank until all the units in the abandoned flank have been
deployed.

A unit, flying or fast (F2) is deployed in the abandoned flank first (on the right
in the diagram) or at least early during deployment. Unit (I1) should be deployed next
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followed by another unit (F1). These units should be facing at an angle towards the
centre and preferably should be partially or fully sheltered. This should tempt the
opponent to place some elite units or war machines, archers, gun lines etc directly
opposite. As soon as this is done, the rest of the army is deployed in the other half
units (I) and (W).
In the first turn the flyers or fast moving units, (F1) and (F2) will move right
across to the left half of the battlefield.
A flank has therefore been abandoned and the opposing army faces the task of a long
march before it can engage the enemy.
(See also March blocking later in this Chapter)

Chequerboard and Screens


This is necessary and commonly used in horde armies. Placing a unit behind another
restricts the movement options of the unit at the back. The chequerboard formation
allows both the unit in front and behind to move fairly freely.
The faster units are not necessarily deployed in front to free the units behind.
A unit of fast cavalry could easily be deployed at the back and squeeze past a choice of
units. Fast units (C1) and (I2) could also be deployed in front of long range
warmachines and then open up to reveal these big guns and enlarge their shooting arc.

Instead of a chequerboard formation, some units may be intentionally placed in


front of another unit as shown in the diagram below. They act as a Screen and must
therefore cover as much area as possible and are deployed directly in front of enemy
shooting.
Unit (S) in the diagram below screens both I1 and I2. It will move in tandem
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with the unit it protects until destroyed or when a screen is no longer needed.

Gun lines
Many of the principles here apply to shooting units in general and not just gun-lines.
There are some obvious rules in deploying gun lines:
i) Do not crowd every shooting unit on a hill if it is available unless your gun line is
small.
ii) Do not arrange the gun lines units in a perfect straight line so that an enemy unit can
sweep right through them, overrunning one unit after another, shown by the diagram on
the left.

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The staggered V or (inverted V as in the diagram above, right) formation is a better gun
line formation. This of course restricts LOS slightly but prevents the obliteration of
every shooting unit in consecutive turns.
Adjust each unit so that no 3 units are in a straight line as far as possible.
iii) Study the terrain and identify the areas of enemy infiltration. Your shooting units
must be within range of these important areas. The bigger this area, the more effective
the gun line becomes.

The warmachines, W and G and the Archers (A), have been positioned so that
their LOS to the area of enemy infiltration is maximised.
iv) Balance the need to protect the gun line and to support your combat troops. This
balance will be in constant flux throughout the game. A Slayer character for instance,
might be initially deployed to protect Dwarven cannon and Bolt throwers. If these
warmachines face imminent destruction, then it might be better off for the Slayer to
support combat elsewhere.

Gambit deployment
This again appears to be similar to the Weakened and Abandoned flank
deployments but has important differences.
The solitary unit, the Gambit, is placed in this flank acting merely as an annoying thorn
to draw away the enemy. Its survival is secondary as its main function is to distract the
enemy. To do this, it cannot merely be a weak sacrificial unit e.g. Snotlings. It has to
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constantly harass the enemy so that they feel compelled to destroy it.

A single cheap Bolt thrower could do this or a unit of two of Night Runners
with slings or a small unit of Skinks etc.
Terrain plays an important part here. If the gambit is placed behind
impenetrable terrain it will be doubly annoying as it would be difficult to get to them.
On the other hand, it might be necessary to deploy the gambit in open ground so that the
rest of the army is sheltered. In this case, the gambit should be placed as close as
possible to a table corner.
The Gambit unit (G) will constantly harass the enemy by shooting etc. If the
enemy ignores this gambit, then it is possible that one or two enemy units will dwindle
in numbers. If the Gambit is taken then an enemy combat unit has been successfully
removed from the main combat arena.

Defensive bubble
This army is centred around an important unit or character e.g. the Hierophant of a T
King army, the Vampire Lord or possibly the Cauldron of Blood.
The protected unit is (H) in the diagram below. It is protected on all sides from
shooting and does not have to engage in combat. It usually improves the ability of some
or all units around it (e.g. Cauldron of Blood) or in the case of a Hierophant, is too
fragile and must be protected at all costs.
The idea of the defensive bubble is to maximise the benefits of the central unit
at the same time protecting it from attacks.
The army does not have to remain static and could actually move forward
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while still retaining the bubble formation.

Positioning the general, characters and the army


centre
Since characters are deployed last, there is every chance that the general might
not be in the right place or even in the right unit.
As soon as you have decided which deployment type to employ, create a mental picture
of the army and place a dice at the army centre. This is usually where the general will
be deployed if he is on foot. Since he is moving at the same rate as the slow unit he is
in, it makes sense that he starts centrally, relative to the army
A flying general, a lord on a dragon, could easily be drawn away from the main
combat arena and so could a general in a cavalry unit. They will not necessarily be
deployed centrally.
Wizards are best sheltered in large infantry blocks. Fighting characters in a unit
or on their own must not be blocked by friendly units or terrain and must have sufficient
freedom to move quickly into combat. Characters ability to move from one unit to
another could also be used to bolster any weaknesses or dominate any area.
A BSB supports other units and must also be sufficiently sheltered so that it can
get into the main combat arena quickly without being wounded.

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Minimum Gap between friendly units at deployment


Enemy units must be prevented from moving behind your deployment
especially in the early turns. After deployment your combat units will be marching to
battle. They must, during this process, prevent any enemy incursions. Since units cannot
move or march to within 1 of any unit the Minimum Gap between friendly combat units
must be 2 + narrowest width of an enemy unit. i.e. a 3 gap is needed to prevent Fast
Cavalry from infiltrating.

E1 is perfectly positioned. It is 2 from the left board edge and prevents (F)
from moving past the left flank. At the same time E1s corner is 3 from E2 which in
turn is 3 from E3.
A mistake has been made by the player for the gap between E3 and E4. As a
result, (F) manages to slip past E3 and E4 into the dangerous rear. Since (F) is Fast
Cavalry, it benefits from Vanguard movement and could have slipped past E3 and E4 in
turn 1! Always be aware of any enemy units with the Vanguard ability during
deployment.
During deployment there are two other units to be wary of Scouts and Flyers.
If these units and Fast cavalry do not pose a threat then ignore them by all means but if
they are dangerous and even more so when they are behind you ranks, then deterring
them from penetrating past your frontline begins at the deployment stage. The diagram
below illustrates the correct placing and orientation of units to cover any intended
infiltration by Flyers and Scouts.

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E1 and E2 cover the left flank while E3 and E4 cover the right flank. The
distance between E2 and E3 is less than 25 to prevent Scouts from being deployed
there (12 from each unit plus about 1 minimum unit width of the Scout unit). This
forces the Scouts to be deployed in front of the whole front line.
The region in front of the E units should be covered and overlap to form one
continuous no go area for Flyers and Fast Cavalry that you wish to deter from
infiltration. There will be regions which cannot be covered by all charge arcs. These
have to be minimised according to the size of the enemy infiltrating units i.e. the
Scouts or Flyers cannot fit in the uncovered region.
An arc of 20 has to be drawn around enemy flyers that you do not want to
penetrate past your units. The whole sector enclosed by this arc should be covered. By
doing this you also constrict the Space (see the section below) available to opposing
units to manoeuvre.
After deployment, you should try to keep the above principles in mind while
moving but as soon as the first combat begins other considerations may become more
important as you will find out in the later chapters.

Deployment and terrain


Terrain is all important during deployment and in the first few turns. While it is
important to protect and shelter your units whenever possible, it is important too, that
they can move freely in the following turns. It is impossible to cover various placements
of terrain and deployment but the principles below should be used.
Have you been subjected to the common boast of the experienced player?
Just pick and place any terrain. Ill play with any terrain you choose. These players
are not intentionally neglecting the importance of terrain as they know fully well the
importance of terrain distribution on the battlefield.
If you follow the recommendations for terrain outlined in the eighth edition rule
book, then the placement of terrain is even more crucial. There are five main principles
governing the placement of terrain:
1) Cover from ranged attacks i.e. shooting and magic
2) Enhancing your LOS while reducing your opponents
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3) Stifling your opponents manoeuvrability without reducing yours


4) Protection from unwanted combat/charges
5) Creating regions of ambush this is dealt with in the Combat Chapter
Before the game starts, you have a choice of terrain and how each one will
affect LOS. Use the five principles above as guidance.
Hills always block LOS but you could specify whether some walls, ruins etc
and woods or forests block LOS completely or not.

Cover, LOS and exposure


This is a fine balance.
Placing archers and warmachines on a hill maximises their LOS. They can
shoot over all intervening units. Place these units on the edge or crest of hills if
possible. In combat they would then gain from charging from higher ground.
However if you are more likely to be wiped out from a single volley of enemy
shooting, then it is far better to choose terrain that shelters you rather than enhances your
LOS.
Buildings (more below) are perfect in this respect since they have a 360 LOS,
a -3 modifier to shooting and negate static CR and charging bonuses.
It will be impossible to provide cover for all your units behind one piece of
terrain. Partial cover may be good enough as it still benefits from the Soft or Hard
Cover rules. A unit is considered to be in cover if at least half of its models are in
cover.

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In the diagram above, both W and C1 gain from cover. This is covered in the
Shooting chapter.

LOS and unhindered movement


Hills are the only terrain that provides decent cover without hindering
movement. It is ironic that gun-lines loves hills but a non shooting army greatly benefits
from hills just outside the deployment zone or close to the centre of the battlefield. Units
are able to shelter behind the hill initially and move over them in later turns.
The spaces between impassable or difficult terrain are crucial. If they are too
small, your units could easily get bogged down as they move towards the combat zone.
Identify these crucial areas and try to control them early in the game.

I2 can easily pass through D1. I1 is blocked by the Impenetrable terrain and
should not have been deployed there. It now has to either go through the woods partially
or around it, wasting a few turns of movement.
The warmachine (W) seems to be in a poor location but it is not badly deployed since
protection from enemy charges is an important factor. Although its LOS is restricted, its
right flank is protected from long range charges by the hill and its left by the building
Wood elves tree-singing always aims at closing down these areas (D1 and D3
in the diagram) and forcing the enemy into their ambushing zones.

Combat and Terrain


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Terrain is also set up to protect units from a direct assault.


The protected warmachine has already been discussed above but any unit could use
terrain in the same way to protect its flank.
In the diagram above, both I1 and I2 have to move around terrain. They have
been slowed down in trying to get to the important central zone, fringed by D1, D2 and
D3. This central zone could also serve as an ambushing spot. (see Lure and Ambush in
this Chapter).
Of course the same terrain will slow down your units so it is important to
deploy correctly relative to the terrain. Calculate how fast the enemy units will move
relative to your army and assess the space they will control. Refer to the section on
Space later in this Chapter.

Buildings
The bane of an all cavalry army. Buildings are not only conducive to
shooting units but some combat units as well. A small unit of elite skirmishers placed in
a building will improve tremendously in combat. Their main disadvantage of not having
ranks etc has been removed and combat is determined solely by the number of wounds
inflicted.
On the other hand, such a unit can easily be ignored as it cannot charge out of a
building.
Slow moving units also benefit by moving in and out of a large
building rather than around them in consecutive turns.
Unit I1 moves a distance, D1 into the building. In the next turn, it moves out of
the other side and proceeds a further distance D2. The total distance (D1+D2), it has
moved from is further than the distance it would have marched in 2 turns. At the same
time it gains from the shelter of a building.

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See also Using Terrain to Shelter and Ambush in the Combat Chapter.

Stupidity & Animosity


If you are unfortunate to have units that suffer from Stupidity, then there are
ways of minimising its effects.
a) Keep the Stupid units close to the general to benefit from his Leadership. At the time
of writing Dark Elf Cold One Knights are one of the very few units who could have a
Leadership higher or equal to the general. They therefore can move away from the
general.
b) Deploy Stupid units so that they will not obstruct other units if they fail their test. Try
to maintain this throughout the game.

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The two units (S1) and (S2) have both failed their Stupidity test. (S1) is
positioned correctly while (S2)s poor position results in a disaster.
(S1) blunders forward without causing more problems, (S2), which positioned
itself for a flank charge has obstructed unit (A) and prevents it from charging. (S2) itself
could now be flanked charged with a possibility of the enemy overrunning into unit (A).
When you have units subject to Stupidity, do not incorporate them as part of
your main/important plans in the turn. Use them to support your intentions. The same
applies to Animosity although there is a chance that the outcome may still be good
when the Animosity test fails.

Re-deployment and Closest proximity comparison


The first step after deployment is to re-assess your deployment. It is unlikely
that your deployment would have been perfect and some fine adjustments are needed.
For instance some units will be too exposed, some units could be too far away and your
elite units could face the prospect of having to take on worthless sacrificial units.
What are your options? Changing your deployment might wreck your whole
battle plan but some changes in the initial position of some units may have to be made.
Before rushing to make these adjustments, there are two simple checks.
1) Check your warmachines and shooters. They must have as at least one viable target
and as many shooting rounds as possible. Make sure they have targets or enemy units
that will move into their shooting arc (see Gun line diagram) in future rounds. If not,
they have to be moved. The first turn is probably the only time when your targets may be
out of range and is therefore the best turn to move your shooting units if necessary.
2) Next is the more important aspect of closest proximity comparison.
Mentally move all your units and enemy units the maximum distance they can
move straight ahead. For each of your units, look at the enemy unit immediately in front
of it. Compare the strength of your unit with the enemy unit in combat use Appendix 1
and 6. Repeat this with all your other units
If you are stronger all along the front line, a straight forward frontal rush seems
appropriate but this would be highly unlikely. You will probably be stronger in some
areas and weaker in others. Your strategy is to take maximum advantage of your
strengths and simultaneously reduce or overcome any weakness by changing the position
of certain units in turn 1 which I shall term re-deployment.
The simple example below will illustrate this.
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PLAYER B

PLAYER A
The final positions of all units that are expected to move in the first turn are
shown when they move their maximum distance. Warmachines and archers are ignored
for the moment. Terrain has been ignored for simplicity.
Compare each unit with the enemy unit immediately opposite. (You could use
Appendix 6 for this but beware it has its limitations see the start of the Combat
Chapter).
Let us consider one army at a time and take the case of the army on the lower
side of the board, Player A. Proceeding from right to left, C1 and C2 have to be
compared, in close combat, to enemy unit (C5) on the right. If they can hold or possibly
defeat the single enemy cavalry unit, then their deployment is sound. I4, I3,I 2 and C3
have to be compared to the four enemy infantry units (IE, IU etc).
Player (A) can see obvious strengths in his deployment. I1 for instance faces no
opposition and can march unchallenged into enemy territory or support a neighbouring
friendly unit.
(C1) and (C2) could overwhelm the right flank. The only apparent weakness is
the left flank where the enemy cavalry unit (C4) threatens the warmachine near the
bottom corner.
Other than units, I1, C3 and the warmachine, there is no other re-deployment
needed for player As units.
Now, let us consider player Bs position. Although Player Bs position may
look weaker, Player B actually has more options.
Again he has to compare the strength of his 4 central units against the 4
immediately opposite and the two cavalry units on each flank with the enemy units they
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face directly.
The result of the closest proximity comparison for player B is opposite to the
result for A. Player (B) has an obvious weakness in its left flank. He is also stronger on
the right but has a gap against enemy unit I1.
The redeployment for player (B) could be swapping places for unit (IE) with
a more resilient unit (IU), a re-positioning of one or two central units towards either
flank. An extreme case of swinging C4 right over to the centre or the left flank is also
possible. I shall examine the possibilities in the next section.

Formulating a general strategy


The closest proximity comparison will enable each player to produce a general strategy.
Using the example above:
Player A must make these decisions:
1) Abandoning the left flank and use I1 for the central attack
2) Protecting the left flank with I1
3) Moving I1 right into the depths of enemy territory and taking out the warmachines, or
surround the enemy, threatening the flanks of (IE) or (C4).
4) Protecting the left flank with cavalry unit C3.
5) Challenging the right flank with both (C1) and (C2) or with just one unit while the
other performs the same function as (3) above.
Player B must decide:
1) How to take full advantage of unit (C4)s position by:
a) Moving behind enemy lines and threatening a rear charge
b) Destroying the warmachine first and then supporting his centre from the back
c) Nullify the threat of I1 by guarding that flank or threatening a flank charge (see
Anchoring a flank in the Combat Chapter)
2) Overcome his weakness on the opposite flank by slowing down (See Slowing down
the enemy) or diverting (C1) and (C2) (see Deflecting Charges). (C5) could also
attempt to lure and ambush (C1) and (C2) by possibly using the archers (A).
3) Prevent a flank charge in the centre or sacrificing a flank charge.
4) Abandoning the left flank and use (C5) to support the centre
5) Plug the gap (next to I1) in his right flank with a rightward shift of units as they move
forward or ignoring that gap and hope to break through the centre with fewer units than
the enemy.
How the above can be carried out is discussed in isolation in future chapters.
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Once you are conversant with the basic strategies, come back to this section and try to
produce a good general strategy. A complete strategy of course will depend on the army
you are facing.

Speed
If your opponents units are faster and more manoeuvrable (Skirmishers are
more manoeuvrable than ranked up infantry while Fast cavalry is more manoeuvrable
than heavy cavalry), then your scope for re-deployment is limited. In this case your
strategy must be to slow down the enemy while you prepare your traps and ambushes
(see Combat Chapter). At the same time use your fast units to bait the enemy, win a
flank, move behind their lines, dominate or restrict space and support your slower units.

Obvious sacrificials
It might not be your intention to sacrifice any unit/s but after deployment it
may be obvious that a unit or two has to be left unprotected.

Checks before Charge Declarations & Movement


During your Movement phase and especially the Remaining Moves phase,
before you finalise all moves, it is wise to make the following checks. Since you might
change your mind quite easily during this phase, it is advisable that you place markers (I
use dice) at the positions of each unit, either at the original position or at the point
where you want to move them. This then helps you to visualise the final position of all
your units
The Key words are:
1) Block
2) Expose
3) Enemy Charge range
4) Retreat or flee
5) Increase Space
6) Charge Effectively in the next turn
7) Enhance range or Arc of sight

The 4 negative checks (for each unit whether moved or not)


1) Is the unit within Enemy charge range or will be within enemy charge range at the
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end of the move.


2) Will it Expose itself or other units to attacks from magic or shooting when it is
moved?
3) Will it Block the future movement of other units, your shooting or magic intended in
this turn?
4) Can it Retreat easily in the next round or flee without causing Panic? (see
Retreating and Advancing options later in this Chapter).

The 3 positive checks


1) Will the move Enhance the range and arc of sight of shooting and magic of the unit
moved or other units close by
2) Will the move enable the unit (or other units) to Charge effectively in the next turn?
Rather than charging at the first opportunity, it is better to move into position for a flank
charge in later turns. This check probably wins the game if done properly and requires a
good knowledge of all the strategies outlined in this book
3) Will the move Increase the space the army controls? (discussed in Space later in
this Chapter)
One important check which is often missed is the 360 degree movement for
some enemy units especially Skirmishers and Fast Cavalry.

Unit (F) has moved into the midst of the enemy. It may seem that it is
threatening to rear charge I1, flank charge, cavalry unit C1 or charge the warmachine
(W).

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However if all possible charges are checked, then it will be apparent that (F)
intends to flank charge the weaker unit I2 where it will be safe from counter charges.
Draw an imaginary circle around that unit for negative check (1). Some or
all friendly units within that circle can be charged.
The diagram below shows movement which unblocks shooting or magic in the next
phases.

Units I2 and I3 initially shield the archers from the enemy. When it moves the
archers can now shoot at their full strength
In you next game, go through the 7 checks as you are planning your moves.
It will slow down your game somewhat but you will be assured of not making
some obvious mistakes. I am sure you will have heard stories of how a player or
perhaps you yourself overlooked an obvious charge or threat which cost him, or you, the
game. Take your time at the start of the movement phase. The best military strategy will
be ruined from an obvious oversight. So check, check and check again before moving!
After sometime these checks will be second nature to you and will greatly assist your
planning.

Choosing the right Charge Response


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The first option, Stand and Shoot, is obvious. There is no reason why a unit should not
Stand and Shoot in preference to a Hold charge response.
The choice of fleeing or holding depends on the situation. The main dangers of
fleeing are being caught, failing to rally or causing Panic. I have omitted detailed
considerations of Panic below because that will depend on the positions and Unit
strengths of the units involved and their Leadership values but keep Panic in mind when
you make your decision. (See Fleeing and Pursuit)
The reasons to flee are

a) To avoid combat

Unit (I) in the left diagram has a better chance of fleeing successfully than in the
right diagram. Always measure the maximum and average charge distance and check
with the average fleeing distance.

b) To tangle up possible multiple charges

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(C) declares a charge on unit (B). If (B) flees and (I) then declares a charge on
(A) (mistakenly), then (C) could end up in front of (I) in the move charges phase. (I)s
charge now fails.
Some delicate estimates have to be made to arrive at this situation. (B) has to
have sufficient distance to escape and (C)s failed charge has to be estimated correctly
to take it into (I)s path.
In a different scenario with the units at different distances, it is also possible
for (B) to flee so that it is caught. (C) would then move its full distance which would
take it into (I)s path.. This is much easier to plan since (C) will move a greater
distance.
The correct sequence of charges above should have been
1) (I) charges (A) followed by
2) (C) charges (B).
Or (I) could have redirected into (B) if it could charge (B) unobstructed

c) To move the enemy unit 1 from the board edge

In the diagram on the left, the unit (W) will be obviously caught but the charger
(C) is now off the board. The diagram on the right shows the failed charge distance
falling just short of the board edge. This has the same effect as the diagram on the left.
Charger (C) will not be facing any enemy units and cannot charge in the next round.

d) It is an obvious sacrificial
e) To lure the enemy unit for another unit to ambush (See Lure and Ambush
later in this Chapter
The reasons for holding as a charge response are simply opposite to that for
fleeing. A unit will hold as a charge response if:
a) It will win combat
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b) It will be destroyed if it flees


c) It will cause Panic in other friendly units if it flees
d) It cannot flee far enough to escape and will most probably lose combat. In this case
the unit might as well try to inflict a few wounds on the charger.
e) It will set up charges in the next round. E.g. Anvil and Hammer (explained later in
this chapter)
f) It has a good chance of not breaking and has good Initiative or it cannot flee e.g.
Unbreakable, Daemonic or Undead.

Space and maximising manoeuvrability


In many games involving experienced players, there is often a great deal
of manoeuvring and quite often charges are avoided in preference to setting up units in
favourable positions.
I have often seen the novice mimic an experienced club player by simply
pushing all his units as far up the table without considering space and the armys front
line. The final result is inevitably disastrous.
First, an explanation of the terms, controlled space and dead or neutral space
as it is to be used in the next sections.
The space you control is any region where at least one of your units can move into
without being repulsed by the enemy.

The diagram on the left shows unit (A) and its controlled space. (For simplicity
I have used a semicircle instead of the correct segment)
The diagram on the right shows an introduction of an enemy unit. Both units are
equally strong but possibly in different ways. (C) might be a Cavalry unit armed with
lances. It can inflict many wounds when it charges but not many when being charged.
(A) might be a fully ranked up unit with Great weapons and again will inflict more
wounds when charging but its rate of depletion might be too high and (C) might outlast it
in combat. Neither unit wants to risk being charged. Therefore neither unit can venture
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into the square-shaded area. This now becomes dead space


Sometimes shooting (or magic) units could create dead space. If unit A has
very effective shooting, then it has LOS to any enemy unit on the hill. If unit (C) cannot
withstand this shooting, the hill now becomes dead space, controlled by neither unit.
Dead space is an area controlled by neither player but within reach of opposing
units. It is too dangerous for either unit/s to venture into.

Why is space important?


1) For movement
Units require space to manoeuvre wheel, turn or march. In addition adequate space is
needed to set up combined charges or flank charges.
2) For Shooting and magic
Controlling more space maximises the number of turns available for shooting or magic.
3) It restricts the movement of opposing units
Before going on to the next point let me illustrate the first three points with an
example.

The diagram on the left shows the enemy front line is far away from shooting units
(A) and (B). The movement of (E1), (E2) and (E3) has been hindered because some of
the space in front of them is controlled by enemy unit (C). (C) is not march blocking the
enemy but still discourages them from advancing.
(C) also has a good chance of reaching area (P) which would be highly
dangerous to army (E).
Units (E1), (E2) and (E3) have a bigger distance to travel and will therefore be
subjected to more shooting and magic.
The diagram on the right shows (C) remaining where it is after deployment.
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(E1), (E2) and (E3)s bold march has increased the space they control and reduced
(C)s space. Fewer rounds of shooting are available and more importantly (C) is stuck
and unable to move to its highly prized area (P).
4) For Fleeing and Retreats
There will be some units in your army which you do not want to engage in
combat with some or most enemy units. These very same units will be soft targets which
the opposing player will relish disposing off quickly and easily. Therefore your
opponent will move as close to them as possible. If these units cannot retreat or flee,
then they would be killed too easily.

Looking at the left diagram, unit (C) positions itself in preparation for a charge
in the next turn. If (E1) and (E2) are too close to the board edge, they have to hold
against (C)s charge declaration. (C) would then destroy unit (E2) and then overrun into
(E1) effectively killing two badly spaced birds with one stone.
The diagram on the right shows (E1) and (E2) in more space. By moving
slightly closer to the centre and separating themselves slightly, (E1) and (E2) have both
given themselves sufficient space to retreat or flee. (C)s task of destroying both units
has been made harder. It has to declare a charge against (E1) or (E2) and cannot hope to
destroy both of them at once. It will now take (C) at least 2 turns if not more to achieve
its objective.

Increasing your space and reducing the enemys


Any increase in the space you control, automatically reduces the space
available to the enemy. The simplest way of achieving this is by moving straight ahead
and spreading your units out but doing just this without considering where the enemy
is and where they could move will be a fatal error.
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The space that is within reach of your units is not the space it controls. It is
only a controlled space if it deters enemy incursions.
When advancing to increase space watch out for the following:
1) The front line must be preserved and impossible for the enemy to break through.
2) Enemy flyers/fast movers must be taken into account
3) The strength of enemy ranged attacks. If it overlaps with the area of one or more
units, then the unit can only be in control of that area if it can withstand the ranged
attacks.
4) Inability to retreat

In the 2 diagrams above, units (I) have moved up to try to control more space.
They have made a number of errors which results in:
1) A unit of Fast Cavalry (C) slipping in between 2 units, (I).
2) A unit of flyers (F) flying behind the battle line
3) Warmachine (W) suddenly able to shoot as a result of (1) and (2)
While the space a unit controls is increased by moving as far forward as possible,
this will be easily negated if the enemy can still penetrate or move behind the front line.
Units I1 and (I2) have advanced as far forward as possible and seems relatively
safe. However if (B2) and (C3) march far enough they could prevent (I1) and (I2) from
retreating.

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The advance of (I1) and (I2) in this case has proven to be disastrous.
Other ways of increasing the space controlled are:
1) Using more units
Simply move more units into an area. (E1) can only contest one of the dead
areas in the diagram below. Therefore the other is controlled by one of the (I) units.

2) Positioning fast moving units wide of the area.


A space guarded by two or more wide friendly units is effective in preventing
any enemy incursion. Any enemy unit venturing into that area runs the risk of a double
charge including a flank charge. This is also shown in the previous diagram with both
units (I) moving wide and extending their areas of control.
In the examples above, I have omitted the presence of terrain but do not forget
to include the effects of terrain on movement. With a little practice, spotting the
controlled areas and dead space should become easy.

Denying space to prevent/weaken charges

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The Skirmisher unit above is close enough to charge unit (A) and declares a
charge. Most of the models of the skirmisher unit (S) is in (A)s flank zone. Therefore
the skirmishers must rank up in (A)s flank. However there is insufficient space for even
one model in unit (A)s flank.
Therefore the charge fails!
(A), on the other hand, could charge the skirmisher unit in the next turn.
The left diagram below shows how a Wizard is sheltered from the charge
threat of Flyers
N.B. The charge will still fail if one or two enemy models can fit in but the rest
of the unit cannot rank up in the same formation.

The diagram on the right shows the same principle applied differently to a
character. In this case the horde (or large elite) unit H1 is invited to charge unit (A).
When it does so, it can only be in base contact with the combat character which
presumably has very good saves and attacks.
Note however that (A) is unable to pursue when it wins combat because of the
building. (see also Screened Ambush in the Combat Chapter).

Advancing limitations and Retreating


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This has been simplified


in 8th edition but is also more uncertain.
The smallest charge distance is 5 while the largest is 22. This means that i t is
practically impossible to be certain of avoiding being charged by turn 3. Furthermore
the charge range is variable and it has to be estimated whether units are within or
beyond the charge range. A good estimate is to use the fact that the most likely outcome
of a 2D6 dice roll is 7 i.e. for non- Swiftstride units,
Most likely Charge range estimate = Movement rate + 7
For Swiftstride, add 2 to this. M+9
This is simply a recommended method of estimating a mean charge range.
Taking a M4 enemy unit as an example, it marches 8 in turn 1 and another 8 in
turn 2. In turn 3 it can charge enemy units that have moved out of their deployment zone
or even units that have retreated 3. (16 +4 +7 = 27 which is 3 more than the 24
distance between deployment zones).
Applying this principle to an example of a slower unit trying to avoid combat
with a faster unit: M4 unit facing a M6 unit:

The M6 unit, E1, marches 12 in the first turn. It has a max charge distance of 24,
a minimum charge distance of 8 and an estimated mean of 13. In the diagram below,
The M4 unit, (I), correctly retreats in the first turn. The 2 retreat takes it out of the M6
mean charge range of 13 but not its maximum charge range.
This is as the furthest unit (I) can retreat and while not entirely safe, it reduces
the probability of a successful charge.
Sometimes a unit could advance fast enough to prevent any chance of a
successful retreat of an enemy unit e.g. an M8 Swiftstride cavalry could advance to
within 8.9 of an M4 unit which then cannot retreat safely the minimum charge
distance of the M8 unit is 11 (8+3)and the 2 retreat will move the M4 unit to a
distance of 10.9 away from the cavalry which is still within the minimum charge reach.
The diagram below shows this.
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(C1) is the cavalry unit while (I) is the M4 infantry unit.


Place the two units on the gaming table and experiment and you will find that it
is true that (I) cannot prevent a future charge by (E1) no matter how or where it moves.
It cannot march out of charge range unless (C) makes an error in movement as shown
below.
The diagram below shows the only possible mistake. Unit (I) slips past (C)s
closest approach because (C) has not moved to the correct final position. It is too far to
the right. When (I) moves to the Safe region, it not only has escaped from (C) but could
seriously threaten a flank charge. The charging arc must be correctly estimated while
advancing and it is vital that enemy units do not slip past this arc.

The movement needed to escape and get to the Safe zone, i.e. (I)s marching
distance, is measure from the back of (I). The whole of unit (I) must get to this zone and
not just its front. The diagram shows this important distance that you have to measure.
Notice, in the diagram above, that if (I) is a small cavalry/fast cavalry
unit e.g. has less than 5 models, it could escape from (C)s approach even more easily.
(see Fast Cavalry Dodge in the Combat Chapter).

Combat Avoidance
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This is a general strategy employed by weak units to escape from strong


enemy units. It is achieved by combining the various manoeuvres of advancing and
retreating mentioned above plus other manoeuvres which will be discussed in the
combat chapter.
An army which is mobile and has a big movement value M6 or better could move
and avoid combat against very strong but slower units e.g. M4 or less. It then
concentrates on mopping up as many small (or weak) units as possible. If there are
none, then this army will depend on magic or shooting to try to weaken enemy units
sufficiently before manoeuvring for a flank charge.
Lets go though the process step by step:
1) Compare movement rates. Combat avoidance is difficult for M4 units and practically
impossible for Tomb Kings and M3 dwarfs against faster enemy troops (M6 or faster
but even M5 can make it difficult). Instead of relying on combat avoidance techniques,
Dwarfs and Tomb Kings should concentrate on choosing combat i.e. making sure each
unit moves to fight against a suitable enemy unit or combines against an enemy unit.
2) If you can choose terrain then choose them in this order of preference buildings,
hills and impassable terrain. Study the terrain placement carefully before deployment.
There will be some areas that can shelter or protect a flank of a unit, some areas that are
favourable to ambushes and possibly one to make a last stand. Dont forget that enemy
units could reach and control these areas before your units. Concentrate on getting to the
most accessible areas first and create Dead Spaces wherever possible. Always move
unit/s just behind hills or close to a building (See Buildings strategies in Some Basics
and Combat) while maintaining sufficient space to move when threatened.

The diagram shows units (A), (B) and (C) moving towards hills. (A) and (B) are
wrongly positioned.
(A) is too far away. When (E1) moves onto the hill in the next turn, (A) cannot
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escape into a Safe Zone.


(B) has moved to threaten a flank charge. This achieves nothing since (E2) can
reform to face (B) while (E3) can move onto the hill and will control that area and
threaten (B).
(C) has moved into a good position. The hill is temporarily Dead Space. If (E1)
moves onto the hill, (C) can slip past into (E1)s flank. In later turns, (C) could move to
the back of (E1) forcing (E1) to charge backwards - away from the frontline. (E2)
could join in to prevent (C) from escaping to a Safe Zone later but this would mean 2
units committed to (C) and taken away from the other battle areas.
3) Make sure that your diversionary Sacrificials will not be wiped out in the first 2
rounds. They have to be sheltered from range attacks during deployment whilst being
within distance of the units they are protecting. The first charge declarations will be
made from turn 2 onwards and these Sacrificials must be able to move to Divert or
Block enemy units.
4) The first step in combat avoidance starts with deployment. Deploy within the
12 deployment zone and make sure there is enough space for units to swap places or
move into safer areas.
Just after deployment and before the first turn, think and plan carefully. Take your
time. The decisions you make here are crucial. Forget about shooting and magic for the
moment and just focus on probable combat results. Calculate (using Appendix 1,2 and 3
if necessary) which enemy units you can engage in combat with your combat units. It
might be easier or faster to pick the enemy units that you cannot afford to engage in
combat either singly or with a combination of units. Are there any weak enemy units or
units that your stronger combat units can expect to defeat? If so how many rounds of
combat will it take and can you prevent the best enemy units from joining in this combat.
Remember combat avoidance is not avoiding combat completely but to select combat
correctly. Once you have an idea of how many turns the best enemy unit/s have to be
avoided and which enemy units you have to defeat, you can then start considering the
Redeployment stage. Put yourself in your opponents shoes and work out how you
would move his strongest units in the next turn. There will be several permutations of
possible moves and it is a matter of experience to pick out the most important. Use the 7
Beerice checks I mentioned previously. Once youve got an idea of where the enemy
units would be, start planning how you would move your units to delay combat. Picture
the positions of enemy units for each expected enemy position and then picture how you
would ideally place your units relative to them. After a few trials you will find that
certain units will have to be in certain areas to guarantee success against all good
moves made by your opponent. I usually use dice to do this. Work out whether you can
move your units to these positions. Try to cover as many eventualities as possible.
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Usually you will not be able to do this and something has to be sacrificed.
Only now do you start considering your magic and shooting. You should know by
now which enemy units will cause problems and which could be easy pickings. If you
cannot move all your units into ideal positions, then consider sacrificing a unit and
shooting certain enemy units. Magic is a gamble and should always be incorporated into
your early plans as a last ditch attempt.
Usually one unit will have to be pushed right up towards the most dangerous part
of the enemy front line while units further behind readjust their positions. Make sure that
this unit will be within reach and not blocked by your own units. Look at the spaces
available for your other units to move into or towards. Are there any possible Lures,
Retreats, Diversions, Blocks and Ambushes that you can set up? Use these manoeuvres
to break up the enemy frontline, split the combat zones into more than one area and
prevent enemy units being combined in battle.
Watch out for opportunities to break through the enemy front line. Ideally a strong
unit which is able to move behind the enemy front line is a serious threat. It has to be
dealt with and enemy units will have to turn around to face it. It should then be able to
move out of or away from charge range. If the unit cannot do this then it should not have
been moved there in the first place i.e. beware of gaps in the enemy frontline which
actually serve to lure units and then trap them.
Once the enemy units have moved and it is your next turn, go through the same
process again. If there are any possible charges for your units then do not declare them
until you have considered charge reactions and the positions of your units after combat.

Increasing Attacks
Some units, e.g. elite units like Swordmasters, Chosen, etc are able to inflict
several wounds in combat. Their number of attacks should be maximised. These units
are best if they are 7 models wide instead of 5 at deployment. They should be wider
than the enemy unit they wish to engage. On the charge they will have a good chance of
inflicting a large number of wounds and prevent as many enemy models from hitting
back.

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If an elite unit faces an inevitable charge from a weaker unit and wounds
alone inflicted (by the elite unit) could win the combat then change formation so that
the elite unit is wider than the charging unit - it should have 1 or 2 extra models in
its frontage.
A quick word on changing combat formations especially of a weakened unit or
a unit that has been substantially depleted.
A unit of Monstrous infantry of just 4 models is best placed in a 2 X 2
formation. This reduces its frontage and therefore its unit of depletion. For 6 models, a
3X3 formation is normally better if each model has 3 attacks. +1 Cr is gained from the
additional rank while all models can use all their attacks in combat.
An old trick which has been prevented by the FAQ is deploying a unit 3 wide.
Weak characters like Wizards or even a BSB are placed in the second rank while the
Command group is in the front rank. The unit reforms and keeps the characters in the
second rank.

Reinforcing a weakened unit


A unit that is reduced in numbers still has some uses. In combat, it may lack
ranks or be outnumbered but on some occasions can help other units in combat
especially against wide or wider enemy units.
By placing the smaller unit next to a fully ranked up unit they could complement
each other in combat. Engaging in combat also enables the smaller unit to evade the
unwanted attention of shooting and magic

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Unit (E2) is down to just 5 models. Unit (E1) is fully ranked up. Enemy unit
(A) is wider than both and is threatening a charge which (E2) cannot retreat from.
Simply placing (E1) and (E2) so that their fronts are 1 apart and on the same straight
line, forces (A) to charge both units. This occurs because (A)s final alignment will
bring it into contact with both units no matter how it is adjusted.
If (E2) is a strong elite unit, then it could inflict wounds while (E1) provides
the static combat bonuses. In addition (E2) could position its champion and if it has a
character, the character as well, in one corner in base contact with (E1) to increase its
chances of inflicting wounds.
The above should only be used if the extra wounds inflicted by (A) (on E1) is
not bigger than the static CR created by (E1).

Slowing down the enemy


Enemy units which can
A) break many of your units
B) inflict numerous wounds, in combat and are fast moving should be slowed down.
The reasons are:
i) to position other friendly units for a future flank charge or
ii) to wait for the arrival of a unit strong enough to deal with them or
iii) simply to tie them down as long as possible to minimise their damage
Unbreakable units are the best unit to stop a rampaging enemy unit. They are
commonly referred to as tar pits. The calibre of the Unbreakable unit plays a big part
in its ability to hold up dangerous enemy elite units. Most of these units have poor or no
armour saves but quite often are able to dish out quite a lot of punishment. On the
charge, such units are not to be trifled with.
When charged, although less dangerous, Unbreakable units should still be able
to hold enemy units for more than 1 turn of combat. Even if an Unbreakable unit is
charged in the flank or rear they could still hold, as only the number of wounds inflicted
on them matters. They should be pushed up against the enemy unit and used as the Anvil
(see Anvil and Hammer). Another unit can then flank the enemy unit in the next turn.
Daemon units are a close second but will probably suffer wounds from a bad
roll if they lose combat.
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Undead units are almost as good but suffer crumbling. Crumbling is the extra
wounds caused by losing combat resolution. Undead units could still hold back many
enemy units but weak Undead units, for example 20 Zombies, could be easily wiped out
by a single flanking elite cavalry unit. Finally Stubborn units or units which are
Steadfast will also slow down the enemy.

In the diagram above, the Unbreakable unit, E2, moves to cover unit (B) so that
unit (E3) can position itself for a flank charge.
On the right side, 2 Sacrificial units of Swarms are used to slow down unit (A) .
Swarm (S2) has not moved into position yet but will do so as soon as Swarm (S1) is
about to break. (S1) and (S2) used in this way are commonly called speed bumps.
Notice in all cases the orientation of the units used not only deflect enemy charges but
also creates space for other friendly units.

March blocking
March blocking is the old edition rule for Enemy Sighted. It is a subtle tactic
which is no longer guaranteed in 8th edition. Because Ld tests can be passed quite
easily, tactics using march blocking are no longer reliable.
The procedure for this tactic starts during deployment. At some moment during the
opposing armys deployment, an enemy unit or units, that is suitable for march blocking
(e.g. Flyers, Fast Cavalry), will be deployed. Deploy the march blocking unit as close
as possible to the target units.

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The diagram above illustrates the deployment. The unit of Flyers (F) is deployed just
behind the building (to shelter it) and directly in front of elite enemy infantry (I1) and
(I2) who have M4.
In turn 1, after the enemy has moved, the Flyers fly behind their lines and
spread out. They will be 8 from 3 units, (I1), (I2) and (C2). These 3 units will be
march blocked.

Meanwhile the rest of the army swings away from these march blocked units and
maintain a distance of 20 from (I1) and (C2) and about 16 from (I2). Z becomes
the main combat arena.

Notice I1, I2 and C1 are out of the combat arena and will not be in combat for
a few turns if they fail their Ld tests.
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Generals Position and Rallying Order


Some manoeuvres and traps involve fleeing units. Most of the time, you will be
designating expendable units to this task but sometimes there will be situations when no
expendable units are present. If you are forced to use a useful unit as a lure or bait, then
make sure that the general is close enough. When that unit rallies at least it will benefit
from the generals Leadership.
The next diagram shows the general (G) switching units to make sure that unit
(A) has a chance of rallying after it flees.

The order in which you rally units is also important. This is the right order:
1) Rally the generals unit first if his Leadership will bolster the Leadership of other
units.
2) a) Rally units whose fleeing line will not take them into units that have already
rallied. These tend to be more central units.
b) Rally units so that any Panic effects are minimised. This might happen because they
will be destroyed by enemy units or terrain.
3) Rally units that are so close to the boards edge that they will most probably flee off
the board if they do not rally, last. These units should have no effect on other units when
they fail to rally.
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The main principle above is to prevent Panic and make the best use of the
general or characters Leadership as shown in the example below:

The diagram above shows the right order of rallying. Either Unit (G), the
generals unit is rallied first or unit (A) is rallied first.
Rallying (G) first enables the generals Leadership to be used. However if (A)
fails to rally, it will flee through the generals unit which could then Panic. If (A) rallies
first, it will not benefit from the Inspiring Presence rule. You have to weigh both
outcomes and choose.
Unit (B) is rallied next. If it fails it will not affect any unit. You could also
choose to rally this unit anytime after the general has rallied for that reason.
Units (C), (D) and (E) are the difficult units.
Rallying (D) and (E) first: They could Panic if (C) flees through them.
Rallying (C) first: If this succeeds there is no harm done. If it fails, then (D) and (E)
have to be placed beyond (C) if they fail to rally too. (D) and (E) will end up off the
board if they fail to rally. This is an unlucky circumstance as 3 units have to fail to rally
consecutively.
It seems that rallying (C) next is the better alternative but rallying (D) followed
by (C) and then (E) is also possible. (D) will benefit from the generals Leadership
while (E), being too far, will not.

Cascading Mass Panic


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Units (A1) (A7) have a Leadership of 5. (A1) is the only unit within range of the
enemy. It is forced to take a Panic test (or Terror or Fear) and fails miserably.

As (A1) flees it runs through (A2) and (A3) who in turn test for Panic and fail.
(A2) and (A3) run through units (A4) (A7) who could easily fail their Panic test.
A whole army could be crippled from one failed Psychology test.
In these armies, the position of the general is more critical than ever. The
general must survive. If your army comprises of numerous low Leadership units then
preserve the general. Shelter him from shooting and magic and avoid gambling him in
dangerous combats.
If you are facing such an army, then target the general liberally with spells or
shooting especially those that can isolate characters.

Shooting Basics
Move or Shoot?
Are your warmachines and shooters within the right range? If not they have to
be moved. Look at the large spaces where the enemy will probably infiltrate.
Do your shooters have adequate LOS to these spaces in this turn and future turns?
When it is the enemys shooting phase, reverse the process above by asking the
same questions for enemy shooters. It is then easier to evaluate which units should or
need to be sheltered but remember this has to be done in your Movement phase.
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If the shooting unit is not threatened, target selection is easier. It is a


straight choice between inflicting as many wounds as possible or thinning down a
dangerous unit. A target with low toughness and armour saves could suffer many
casualties but you may have to target a unit with a higher toughness or good armour
saves to fit in with your overall strategy. There is a delicate balance between the two
choices and it is up to you to study the situation carefully each round and prioritise.
Shooting on its own cannot destroy a big strong unit in the first few rounds but
combat will. In the early rounds of the battle:
If your combat units can handle most of the enemys combat troops easily,
then choose the targets most susceptible to shooting and either destroy them
completely or reduce them to an ineffectual size.
If not, use your shooting to thin down any enemy combat unit to give your
combat units a fighting chance.
In later turns, the strategy for shooting should be changed. Since the battle is
nearly over, shooting should not mainly be used to thin down units.
Use shooting to destroy enemy units completely or to inflict sufficient
wounds for a Panic test that might take them off the board
Use shooting to pick out and destroy any isolated characters.

Concentrated shooting and Target selection


If you have more than one shooting unit, then it is far better to concentrate all
your shooting on one enemy unit. Your shooting units do not have to be deployed in one
area for this. Simply make sure they are within range of the general area where the
juiciest targets are, or are expected to move towards.
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The diagram below illustrates this

The two archer units (A1) and (A2) are deployed on opposite flanks but they
will be targeting the same unit (E1) in the centre. This carries on in the next round and
possibly the next two rounds. Only when (E1) is sufficiently weakened should (A1) and
(A2) select a different target e.g. (E2).
This is far better than distributing shots from (A1) and (A2) on both (E1) and
(E2). After two rounds of distributed shooting it is possible that (E1) has lost 4 wounds
and (E2) has lost 2 wounds. Concentrating all shots on (E1) for two rounds could have
inflicted a significant 8 wounds. That will probably reduce its performance in combat in
the next turn.

Rounds of available shooting


This was first mentioned under the Section on Checks. It does not apply to the
very long range warmachines like cannons and stone throwers but is important for
missiles of a smaller range e.g. 24.
These missile weapons may not have targets during the first few rounds and
possibly in the last few rounds. It stands to reason that they can inflict more wounds if
they are able to shoot in every turn. During deployment, shooting units with these
weapons, should ensure they have at least one target. (See the diagram on Gunline
deployment). In subsequent rounds, they should also make sure their intended targets are
within range.
Shooters who can move and shoot are able to do this without losing a round of
shooting. For these units, you have to strike the balance between
A) Not moving and shooting any target that comes into range or
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B) Moving to a better position to shoot the correct targets you have identified
The presence of a few fast moving units will also curtail the number of rounds
available to shooting. A mainly cavalry army like Bretonnians would limit the number
of shooting rounds to just one or two.
If you are facing an army which relies heavily on shooting you must ensure that
your deployment and movement will take you as quickly as possible into combat or the
gun-lines. If however you rely on shooting, a little fancy footwork especially around
terrain would help you gain an extra round or two of shooting.

Effective Shooting Range


For Move or Fire shooting units, the shooting range is simply the range of the
missile weapon. However some shooting units can move and shoot. This makes their
effective range their M (Movement value) plus the range of the missile weapon bigger.
Skinks have an effective range of M5+12 = 17. Two types of units, Skirmishers and
Fast Cavalry have an even bigger effective range since they can march and shoot.
Chameleon Skinks, Skink Skirmishers and Gutter Runners for instance have an effective
range of 22 M5X2 + 12. Empire Pistoliers also benefit from this. Their effective
range is 28.
To avoid being shot at, enemy units must place themselves beyond the effective
range.

Terrain and shooting


Hills
Hills are the ideal terrain for shooting units since they offer the advantage of
LOS over intervening units

Buildings
Buildings are important for shooting units as they offer ample shelter and allow
360o LOS. On the other hand buildings are also a good stop over point as you charge up
to warmachines and shooting units.
The diagrams below illustrate these principles.

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The unit of archers (A) on the left diagram tempts the cavalry unit (C) forward.
It then retreats around the wood while shooting the cavalry unit in the next turn. Finally
it moves (not marches) into the building. If the cavalry unit charges, it will have to do so
without charge bonuses and steeds. Combat might then be in favour of the archers. If the
cavalry unit is too strong then the archers in the building could simply flee. The cavalry
unit has to stop and occupy the building leaving the archer unit unscathed and free to
rally.

The diagram above shows a unit of skirmishers (S) hopping from one terrain to
another as it makes its way towards the Bolt throwers (B1) and (B2) and longbow
archers (A). Notice it approaches from one side so that when the bolt throwers and
archers can finally shoot, only (B2) is able to do so.
The player controlling (B1), (B2) and (A) has made three mistakes. What do
you think they are?:
1) He has deployed the bolt throwers and archers in a straight line allowing a single unit
to overrun through his gunline
2) He has not moved the long bowmen who can move and shoot at all. This is necessary
to maximise the number of rounds of shooting.
3) He has not taken terrain into account during deployment.

Shooting while in Cover


Buildings are not the only terrain which affords cover. So long as at least half
of a shooting unit is under cover it gains from cover. One commonly overlooked aspect
of this is the single model or even a unit peeking around a hill, walls or woods etc.

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More than half of character (L)s base is behind the building. It therefore gains
hard cover at the same time has LOS to the warmachine unit (W1). (L) could cast magic,
shoot or with the right alignment, charge (W1). Similarly half of unit (A) is behind
woods. It gains cover as well and can also charge or shoot the unit of Archers.

Warmachines
Warmachines in general have a higher strength missile and longer range than
ordinary archers or bowmen but many of the principles mentioned above also apply to
warmachines concentrated shooting, target selection and rounds of shooting.
For instance, when you consider target selection for cannons, bolt throwers
(not the multiple shot variety) or stone throwers, remember that they will both negate
armour saves and cause multiple wounds. You can therefore use them on Dragons,
Chariots, heavy cavalry etc to good effect.
Concentrated shooting also applies focus on one target, reduce its numbers
sufficiently before moving on to the next.

Protecting warmachines
Warmachines tend to be soft targets for combat units, in particular flyers,
tunnelers etc as mentioned in the next section. Sometimes a cheap warmachine, like a
Spear chukka will also serve as bait whereas expensive warmachines like a Helstorm
Rocket battery, cannon, Casket of Souls, have to be protected. There will not be more
than a couple of units available to do this so you will have to maximise the area the
protecting unit covers.
The diagrams below show where the warmachines should be deployed and
where the protecting unit should be stationed.

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The position of the warmachines in the diagram on the right prevents any
attacks from the rear. The protective unit (P) therefore has to cover only the frontal zone
of warmachines (W1) and (W2).
The diagram on the left shows an area which the unit cannot protect. This is
inevitable in gun-lines. Against flyers especially, it is practically impossible to prevent
a charge against warmachines unless every bit of space is occupied or so restricted in
size that flyers cannot occupy them as a unit.

Shoot or escape
Sometimes it is impossible to stop a charge against a warmachine. During the
shooting phase you will have to consider shooting the chargers or moving the
warmachine out of charge range. This is yet another balance consideration. You have to
balance the survival of the warmachine with the wounds it could inflict when it shoots.
Consider carefully:
1) All the shooting options of the warmachine. It might have many units it can shoot at
and not just the one unit threatening it as shown in the diagram below.

Shooting the Fast cavalry unit (FC) with the warmachine (W1) could inflict
only 1 wound at the most with a warmachine like a Bolt thrower. Shooting (A) is a
better option as any wounds inflicted will improve (I1)s chances in the next turn when
it is charged.
2) Does it have a chance of surviving if it retreats or will the crew be slain anyway? An
entrenched Dwarf warmachine is likely to survive a charge from a weak unit. A nearby
unit could interpose itself between the warmachine and the cavalry unit after the
warmachine and crew have moved as shown below.

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Foregoing artillery-dice-shooting
In the last turn or so, it might be better not to shoot than risk a misfire. If your
target is a measly 25 points, you might not want to shoot it with cannon worth 100
points. You have to choose between risking losing 100 points or gaining just 25 points.

Defending against shooting


Using Large units
This will become quite obvious from the first chapter and after you have read
the Shooting chapter.

Multiple unit exposure


Shooting of 20 shots or more per round with a good BS will whittle the size of
any small infantry blocks significantly.
One way of overcoming this is to shelter your units as they traverse up the
battlefield into enemy territory. At some stage, a unit or two will have to be exposed to
shooting. When this happens it is best to expose as many threatening units as possible
i.e. units that threaten a charge or have moved into a dangerous position.

The diagrams above illustrate this. The diagram on the left shows what will
happen if only one unit is exposed to shooting. The enemy shooting units will simply
concentrate their shooting on unit (A). Unit (C), although in shooting range, poses no
threat whatsoever and is therefore ignored.
Diagram (B) shows how enemy shooting can be mitigated. Units (A), (B) and
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(C) have moved into good positions. (A) and (C) threaten to charge (P) while (B) has
moved deep into enemy territory and is able to shoot. Unit (A) (or C) might still be
devastated by shooting but it has nobly sacrificed itself for the common cause and
assisted the other two units to move into good positions.
(P) on the other hand must first of all assess whether it will be charged in the
next round and then select its target in the same way mentioned in Concentrated shooting
above.

Several small units of low point value


This method of dealing with shooters contrast with having large units but the
two strategies could easily be combined. Many armies have cheap units e.g. Goblins,
Night runners, Zombies etc. Several of these could just march up to the shooters.
The enemy shooters will be torn between numerous threats from
inconsequential units and being charged by them. You can expect at least one round of
shooting against these units but enough should survive to charge weak archers etc.

Units (E1) (E6) march straight up towards the archer units (A1) and (A2).
Even if one or two (E) units are destroyed, at least one will survive to charge the
archers. Not only are the archers under threat but some of their shooting would have
been removed from important units further away.
The size of units (E1) (E6) is best kept to the minimum e.g. 5 to reduce the
effects of or prevent Panic.
This does not matter for some units used in this way like Zombies or for different
reasons Gnoblars.

Screening units
Cheap units arranged in 1 or 2 ranks placed in front of combat units will screen
them from shooting.
The cheap unit acts as a screen and absorbs all the shots while keeping the
important elite unit behind them intact.
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Unit (A) is screened by unit (B) as it moves up the battlefield. Note that the
width of (B) does not have to be much wider than (A) and it has far fewer ranks if any.
Large targets cannot be screened and screens do not work if the enemy shooters
are on a hill as seen in the Terrain section and previous shooting sections.

Tunnellers, Miners, Ambushing units and Flyers


If you have any of these they can be used to good effect against shooters. A
good spot to place their tunnelling markers would be just over 10 from the edge of the
board. Therefore when the tunnellers emerge they will not scatter off the board.
If you have to face such units, then it is safer to split the positions of your
shooting and/or you warmachine units so that they are at least 10 from each other.
Flyers are the most variable in their ability to threaten warmachines. The
obvious strong ones, like Greater Daemons and Dragons will wreak havoc on
warmachines and shooters once they charge. Weaker flyers like Harpies should not be
written off as they are effective against T3 crews. All flyers and tunnellers however,
will be exposed to one round of shooting at least before they can charge. These units
have to be strong enough to withstand one round of shooting plus possibly one round of
a stand and shoot charge response.
Flyers have TLOS over friendly units and can therefore charge over many
intervening units. Against a shooting unit they still incur a -2 to hit for shooting through a
unit plus the further -1 for S&S.

Flyers and Wizards


It is worth employing a cheap flying unit to hunt and destroy Wizards especially
T3 level 2 Wizards. Since Wizards are positioned at the front of a unit, it will not be
difficult to move Flyers into a charging position. They will then need to survive the
inevitable barrage of ranged attacks before they can charge. T4 flyers like Eagles could
perform this task but multi-attack T3 flyers e.g. Harpies are just as good 9A offer a
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good chance of inflicting 2 wounds.

Deflecting/Diverting Charges
A threatened charge can be deflected by Sacrificial units.
Units S1 and S2 are used to divert strong units E1 and E2 away from (A), in the
diagram below. When S2 flees its centre moves along the red dotted line shown (after it
has pivoted to face directly away from E2). E2 then must make sure its centre follows
the same line whether it is a Failed charge or if S2 is Caught. E2s charge path should
then take it away from (A). The same happens with E1.

It is the lines of flight that are paramount in diverting charges correctly. These
are drawn in red in the diagram above and must be chosen so that the charge path or
failed charge path of E1 and E2 are well clear of (A). Since the whole of units E1 and
E2 must pass (A) without making contact, their width matters. The width of the charging
unit or to be exact the half width of the charging unit must be smaller than the shortest
distance of the red line to the closest corner of (A) labelled as the double arrowed
blue line. The first step in diverting a unit is to establish these 2 lines.
Notice the orientation of the diverting unit has no bearing on the fleeing path. The
orientation controls 3 factors:
A) The distance of the diversionary unit to the charging unit
B) The Facing of the diversionary unit relative to the charging unit
C) The prevention of a charge on another unit i.e. preventing (A) from being charged.

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In the diagram above S1 could orientate itself in either of the ways shown. In
both case the line of flight is the same red line and there is sufficient overlap (blocked
area) to prevent a charge by E1 against (A). The exact choice of orientation depends on
the desired effect. For instance S1 might present its flank to E1 and instead of fleeing, it
might hold and allow (A) to flank charge (E1) in the next turn.
S2 shows an attempted diversion which fails. In trying to draw E2 as far to the
left as possible, S2 has not provided sufficient overlap to prevent a charge on (A). If S2
is rotated clockwise, then this would be the set up for an Anvil and Hammer manoeuvre
which is explained below,
The distance between S1 to E1 is the same for both orientations shown. This
distance plus the fleeing dice roll is equal to the total charging distance needed by E1.
Maximising this distance therefore increases the chance of S1 from escaping.

The diversionary unit S2 (Skirmisher or Fast Cavalry), reforms as it moves. It


could move to either position (A) or position (B). The line of flight is the same for both
positions but at position (A) (the long unit), the distance between the centre of S1 to E1
is much bigger. This increases the chance of S2 of escaping E1s charge.
N.B. (A) must be in the Safe zone (see below) for all the examples above.

Lure and Ambush


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This is the basis of more than one common trap. The Sacrificial unit (S)
serves as the lure or bait.

On the left diagram, (S) moves up and prevents (E1) from charging (A) at the
same time it lures (E1) and tempts it to charge. If (E1) declares a charge, (S) will flee
as shown in the diagram on the right. (E1) is stranded and can then be ambushed
(charged) by (A).
Notice the positions and orientations of (A) and (S), in particular (S)s line of
flight, drawn in red.
The next scenario is a more complex Lure and Ambush which is more likely in
a game. This time (S) has to deal with 2 units. (E2) is a strong unit while (E1) is weak.
(S) positions itself so that both its lines of flight do not take it through the ambushing unit
(A). The blue line is the fleeing path against (E2) while the red line is for (E1). Again
(S) flees from any charge declaration

(E1) and (E2) are aware of the lure and opt to charge with the weak unit (E1).
The player with the blue units calculates that (A) can defeat (E1) and overrun into E2.
He therefore makes (S) flee.
Has the blue player made the right decision? Consider the question first before
reading on.
In the next turn, (A) declares a charge on (E1) thinking it has successfully
ambushed (E1).
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(E1) flees!
(A) is then charged, possibly flank charged by (E2). (A) cannot afford to flee
as (E2) could overrun into (S) and possibly destroy both units.
Both armies have lured and ambushed but the final result favours (E1) and
(E2). Be careful when you try to Ambush. You could be ambushed too!

Responding to Lures
(L1) tries to lure elite unit (E1) and support unit (S1) into a trap.
(E1) and (S1) have to ignore the bait but should not remain still. Their function is to get
into combat as much as possible.

Try to figure out how you would ensure that these units can still fulfil their basic
functions before reading on.

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There are 2 ways of handling the situation:


On the left diagram E1 moves closer to L1. Let us assume that (E1) cannot lie
completely out of (A)s charge range but still more than M+7. (A) could declare a
charge and reach E1 but the charge will be clipped increasing E1s chance of surviving
the first round at least. Note that L1 and (A) should not double charge E1 because E1
will win combat by inflicting wounds on L1.
(B) meanwhile could charge S1 but the situation is now a 1 on 1 combat and
the original objective of a flank charge has been denied.
The diagram on the right shows a slightly different response. In this case both B
and As charges will be clipped because L1 prevents full base to base contact.
In both cases, the Lure L1 has been removed from the equation. Either (A) or
(B) or both are forced to declare charges in the next round to avoid the devastating
consequence of a double charge on L1 with a possible overrun.
The alternative of re-positioning L1 as a Lure again could also be done in the next
L1 turn. If it is calculated that only (A) should engage in a one to one combat, then L1
could serve as bait for S1. Similarly if it is desired that only (B) should engage in a 1 to
1 combat, then L1 will block or lure E1.
It may seem that the original lure (L1) does not work and is a waste of time. The
lure serves more than one purpose and not just to hope that (E1) could make a mistake.
By luring (E1) and (S1), (L1) has delayed their charges by 1 turn. Manoeuvring and
retreating in the next turn could set up another lure and another delay of 1 turn. If this is
not possible, then other units could be moved to support (A), (B) and (L1) in
preparation for combat or to set up traps.

Anvil and Hammer


A very predictable trap. Unit (B) tempts the enemy to charge by moving into
charge range but only just. In Lure and Ambush, B flees but for Anvil and Hammer, B
holds because it can! That is the basic difference between the 2 combat manoeuvres.

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In Anvil and Hammer, a resilient unit (low rate of depletion) is used to hold a
charging enemy unit. In the next turn the Hammer units (in this case C and A) will
charge the flank preferably. Either or both of these units could charge depending on the
situation; e.g. 1 unit only will charge if the other flank is needed to deter other enemy
units from charging later OR both units could charge to add a further +1 to static CR and
inflict more wounds. These hammer units have a high rate of slaying which means
usually an above average rate of depletion. However this is less of a concern because
there will be no support attacks for the enemys flank models. Therefore even though the
Hammer unit/s have a high rate of depletion, they will be subjected to less attacks
usually about half which brings it in line with the Anvil units rate of depletion.
The main problem with the Anvil and Hammer manoeuvre is that the flanking
unit/s are exposing their flanks. Two units are also being used against one an
uncommon situation in 8th edition.

Anvil and Breaking Hammer


This is a variation of the Anvil and Hammer in which the Hammer unit breaks
from combat while the Anvil unit remains Steadfast. The Hammer unit then rallies and
recharges the enemy unit again. 2 turns would have passed before this happens making it
less dependable. A second hammer unit could be used to plug in the gap. It will mean
committing 3 units to a single combat or possibly a single enemy unit a situation that
does not arise very often.
This tactic may however be used when the enemy unit is on the verge of been
annihilated or breaking from combat. The Hammer unit then tips the balance of combat
resolution to cause the enemy to lose combat.

Behind enemy lines


Once a unit has managed to move behind the enemys front line, it becomes a
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huge threat or at least an irritating thorn amongst your units. Other than the obvious rear
charge and march blocking (explained above), it also fulfils other purposes.

Destroying enemy fleers, warmachines and weak units


Warmachines quite often remain static throughout the battle and becomes an
obvious target for any unit behind enemy lines. Similarly weakened units or isolated
character and characters/units that are hiding behind terrain should also be targeted.
Plan this before attempting to move behind the enemys front line. Study the area behind
the enemys front line carefully and then gauge whether your Flyers, Scouts, Fast
Cavalry or any other unit suitable for this purpose can take on the enemy warmachines
etc.
Any fleeing enemy unit can also be easily destroyed as it has to flee again when
charged. These units can easily be caught or chased off the board if you position your
unit correctly behind enemy lines. The diagrams in the next section show all this.

Cutting off retreats/flights


A unit behind the enemy front line also acts as a cut-off unit against enemy
retreats.
Unit (A) has moved past (E1) and (E2) and now changes formation into a long
line behind them assuming it is a skirmisher or fast cavalry unit. If it is not, any unit
that can squeeze in between (E1) and (E2) will fulfil the same role.
Unit (B) is in combat with (E1) and has a good chance of breaking them. If (E1)
does break and flees successfully from (B), (A) could charge and destroy E1 in the next
round.

Unit (C) moves forward and threatens to charge (E3) in its next turn. If (E3)
flees as a charge response, it has to take Dangerous Terrain tests as its models move
through (A). Furthermore, from the 1 rule it has to be placed beyond (A) and this might
take it off the board i.e. destroyed.
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(E3) also cannot retreat as (A) has prevented it. If (E3) turns to face (A) it will be
rear charged by (C). The prospects of (E3)s survival are bleak indeed.
The example above shows the huge advantage of surrounding the enemy and the
danger of being surrounded. Terror causing units will exacerbate army (E)s
predicament. Units (E2) and (E3) might fail their Terror tests and flee.

Planning pursuits and fleeing


The same checks for movement should be used when planning pursuits or
fleeing. If you are fortunate to be in a combat with a good chance of winning then any
very probable pursuits should be incorporated into your movement phase plans.
Pursuits have two basic functions:
a) To destroy the enemy
b) To improve the positions of the units
Pursuit may sometimes take the pursuers into a region where they might be
flanked charged. In a multiple combat situation, it is important to pursue or restrain
pursuit depending on whether the pursuers end up in a better position.

Unit (A) and (B) have broken unit (E2). If both units pursue they could
easily be flanked charged by (E1). Pursuit is then best avoided. However if (E1) is at
(G) then pursuit may well take both (A) and (B) out of the charging arc.
The pursuit direction is relative to the biggest unit. Units (A) and (B) can use
this fact to their advantage. In the left diagram below, (E1) is about to break. It flees
from (A) which is the bigger unit and (B) opts to pursue.
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By pursuing with the weaker unit (B) (right diagram), a trap has been laid for
unit (E2). If (E2) declares a charge, then (B) should flee and (A) would flank charge
(E1).
It is often better to pursue in the games early stages as it could create a break
in the enemys frontline or enable a unit to move to the rear of the enemys frontline.
This as usual depends on the situation. The basic criteria to assist you in making a
decision are covered in the next example.

Unit (A) breaks unit (E1) and pursues safely through. (A) ends up in a safe zone
regardless of whether it catches (E1) or not. (Left diagram). Your analysis should not
end there. Try to think why before reading on.
The diagram on the right shows the limitations of the decision to pursue. Unit
(E1) has rallied and unit (E2) and (E3) have positioned themselves for a flank charge in
the next turn. Pursuing with (A) does not look an obvious choice now.
Therefore before deciding to pursue, you should visualise how your opponent
will move his units in the next turn. It is quite easy for the pursuing unit to be isolated
and therefore susceptible to multiple chargers as shown in the diagram.
Once again your analysis should not end there. Analyse the situation again more
carefully before reading on.
After visualising the situation in the diagram on the right, these possible
outcomes have to be balanced:
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i) (A) could declare a charge against (E1) in the next turn, which might lead to (A)
being destroyed by a flank charge by (E2) if (E1) does not break.
ii) (A) could charge (E1) and most likely destroy it, pursuing out of (E2)s range
iii) (A) charges or stays in position with the intent of drawing (E1), and either or both
(E2) and (E3) out of combat in other places or set up charges of other units e.g. unit (B).
Pursuing (A) may not be as bad as it looks. All 3 possibilities have to be finely
balanced before deciding to pursue with (A) in the first combat.

Safe Zone
Fleeing has already been covered in various places before this. If you
have decided to move a unit so that it flees in the next round, the position and orientation
of the fleeing unit and all other units involved in the manoeuvre are just as important.

The diagram shows the correct position and orientations of (A) and (F). (F) is
orientated to ensure that (A) gets a flank charge if (E1) charges. (A) is also outside the
possible fleeing lines of (F) and would not be panicked. (A) is in what Ive termed the
Safe Zone.
The Safe Zone is smaller than the region enclosed by the fleeing lines of unit
(F). This ensures that any pursuing enemy units cannot overrun into the unit in the Safe
Zone (A).
The distance (w) between the fleeing line and the edge of the Safe Zone must be
bigger than half the width of the charging or pursuing unit.
Strictly speaking the Safe Zone must be a distance far enough to prevent charges
re-directed into it but this may not be necessary if unit (F) holds in combat. (see also
Safe Zone revisited in the Combat Chapter)

Decisions in turn 5
The moves executed in turn 6 have to be prepared for in turn 5. Normally 100
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or more Victory points hinges on decisions made in this vital turn. Ask yourself the
following questions at the start of turn 5:

1) Which units are too far away to engage in combat in the next two
rounds?
These units are best kept safe and moved away from enemy threats.

2) Which units are close to being completely destroyed?


This question should be applied to both your units and to enemy units. Victory
points are awarded for destroyed units only. Target the weak enemy units that can be
destroyed in 2 turns while keeping yours safe i.e. well away from the board edge or at
least able to flee safely see (5) below. Characters especially may be vulnerable in the
last turn and usually have a substantial number of points to win or lose.

3) Where are your Terror causers or where are the enemy terror
causers?
There is nothing more frustrating than failing a Terror or Panic test in the last
turn. A flying terror causer is especially dangerous as it can easily reach many units.
Look carefully at the possible positions of Terror causers in the next turns. If possible
move any vulnerable units out of range or at least keep them away from the board edge
so that they cannot flee off the board. Create deterrents for them by positioning a strong
unit to cover the movement of the Terror causer. Move your general closer to vulnerable
units if possible.
If you have a Terror causer, then look out for units of low Leadership far away
from the general and close to the edge of the board.

4) Which units should I charge and which units will the enemy charge?
These are the weak units mentioned in (2). If they cannot escape from
charges, then move them so that they can flee safely e.g. through a friendly unit that will
not Panic or break in the last turn. At the same time, try to discourage the enemy from
retreating by trying to surround the weak units. The Combat Chapter will provide
examples of these situations.

5) Where are my/the enemys valuable units?


These include units with characters or units with a huge number of points.
Units that have captured enemy standards carry extra victory points and are
even more valuable than when they started the game.
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Changing tactics in the last turn


In the very last turn, your strategy changes dramatically.

1) Forget space and retreats


Winning space is no longer necessary. Chase fleers in the last turn even if the
probability of destroying them is small. If with some luck you succeed, the destroyed
unit might force a Panic test and possibly more destroyed units.

2) Strike the right balance between marching to safety or charging.


Many of the traps and manoeuvres discussed previously have little use in the
last turn. You may set up a charge in turn 5 but by turn 6, charge only if you are certain
of winning. Winning in this case means gaining victory points and not merely winning
combat.
Charging an Unbreakable unit at full strength would be fool-hardy if you cannot
destroy it. If it is unlikely that the enemy unit will break then it might be better to focus
on weak units.
You should consider only victory points when deciding to charge in turn 6.
Charge units that will be annihilated, not just units that will break but units that will
a) be completely destroyed by combat
b) break and have a very good chance of being caught when they flee either your
charging unit is much faster or the fleeing unit is close to the board edge or impenetrable
terrain which means the pursuing unit will catch them.
It may be tempting to gamble on a do or die charge but would you be willing to
risk losing a 200 point unit for the sake of a possible 100 points? As usual weigh the
consequences very carefully.

2) Use magic and shooting judiciously


A magic user does not have to cast in the very last turn. Compare the point
values. Does the caster have more points than the spell target? A miscast could destroy
a wizard while the magic spell might be easily dispelled or do very little.
Shooting units should definitely shoot if they use their ballistic skill only.
Shooting units that use artillery dice and could misfire do not have to shoot in the very
last turn. The risk here is smaller than in magic but if the shooting target is worth little
or no points then there is no need to shoot.

3) Always flee when charged if it can be done safely.


Assuming your opponent has made the right choice of charging his strong unit
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against your weak unit and if youre almost certain of losing combat, then fleeing might
give you a better chance of survival.
If of course your opponent has made a mistake and underestimated your unit,
then hold and try to destroy the charger.

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3. MAGIC
How to get all the spells you want
Pg 490 of the main rule book states that each spell (barring Signature spells and
some Invocations or Prayers) is known once in the same army. By using a level 4 and a
level 2.Wizard you can obtain all 6 spells including the most potent ones. It is logical
that the most dangerous or useful spells be given to the level 4 Wizard. The best
procedure for this is as follows:
1) Assign both Wizards to the same lore
2) Roll for the first two spells for the level 2 Wizard. The probability of him getting the
best 2 spells is lower than for the other spells.
3) The level 4 wizard then automatically gets the other 4 spells.
4) Swap any spells that are not effective against the army you are facing with the
signature spell if necessary.
The best outcome would be if the level 4 gets the best 4 spells but the
difference is only +2 to cast.
The same objective could be achieved with 3 level 2 Wizards. This might be
better for some Lores like the Lore of Light. 3 Lore of Light Wizards increases the
strength of the Banishment spell.

How many power dice should be used and which


spells should be cast
The first step in the magic phase is to decide which spells you should cast. You
should have one or two spells which your opponent desperately wants to dispel because
they are too dangerous. If you do not have such spells, then the magic phase is simply a
token gesture to inflict a few wounds here and there, augment your units slightly or
attempt to wound a weak unit. I shall assume that you do have a dangerous spell either
through luck or by following the procedure in the above section.
For most armies, the magic phase will be an attempt to successfully cast your
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most dangerous spell or failing that, a spell that significantly supports your units later or
inflicts significant damage on the opposing army. This will mean casting different spells
except for Vampire Counts and sometimes, T Kings. For Vampire Counts, the aim
could be to cast Invocation of Nehek. Casting it several times will ensure at least one
success. For T Kings, the secondary objective could be to simply cast successfully to
benefit from the attribute. The other Lores contain one or sometimes 2 dangerous spells
and the main principle in the magic phase is to use your power dice judiciously so it
increases the probability of a successful cast of this dangerous spell.
Again I shall assume you have read all the army books and you are fully
conversant with all spells and their potency against your army.
Unless you enjoy a gamble always use a sufficient number of power dice to
ensure a good chance of casting a spell. The more dice you use the more likely that an
IF( Irresistible force) roll is the outcome. It may also force your opponent to use extra
dice just to make sure he does dispel your attempt to cast.
In the first or second turn at the most, the whole objective is to get rid of your
opponents dispel scroll. Use 6 dice, or if you have less than 6, use all the dice and
attempt to cast the best spell available. In future rounds or when you have much more
than 6 power dice, you could split the pool, using 6 dice for the best spell and the rest
for the next best.
Example 1:
Empire with 2 Priests (P) and (Q). The objective here is to make (P) and the unit he is
in, Unbreakable as they have just charged a larger unit of Vampire count Grave
Guard. Empire has 7 Power Dice while Vampire Counts have 5 Dispel dice and no
Dispel Scroll. VC has a +4 to dispel while Empire has +0.
Decide what you would do for each army before reading on.
The wrong approach and order of casting would be this:
1) Priest P prays for Shield of Faith gambling on 1 dice, power level 3 on his unit:
There is a 33% chance of failing to cast since a 4+ is needed to cast. The empire
player has revealed his intentions with his first move. His opponent has now been
alerted to the danger to his skeleton unit and can repulse it easily.
Another way which also has a poor chance is to roll all 6 dice first for Shield of
Faith. This will be cast successfully but the opponent now can use 5 dice to dispel
which added to the +4 to dispel is equivalent to, or slightly better than 6 dice.
This leaves 1 dice left which again has a 33% chance of failing.
A better way might be to use 4 dice for the first spell and 3 dice for the second
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or the other way round. This will at least set the opponent into thinking whether he
should gamble on 3 or 4 dice to dispel the first spell. He knows that there will be
another spell later which will be equally dangerous and will have to be dispelled again.
Your opponent will have to consider whether an extra dispel dice should be used just to
make sure he dispels the first spell. If he fails to dispel the first spell, he faces the
prospect of reducing the probability of dispelling the second spell.
The basic idea in the above example is to make sure that your opponent has to
think about how many dice he has to use each time. Hopefully this forces him to use
more dispel dice for the first spell.
Another way of tackling the above example is to roll 3 dice for the first Shield
of Faith, 2 dice for Shield of Faith (with a different Priest) and then roll for Soulfire
with the final 2 dice. The opponent will have to use 2 dice, 2 dice and 1 dice for the
final spell. There is a better chance of succeeding with the last spell but equally there is
a higher probability of Not enough Power for the second spell and wasted dice
caused by Broken Concentration.
Therefore another basic principle of using power dice is to make sure that a
large number of dice is used to cast the first spell just to make sure that Broken
Concentration does not happen. How many dice depends on how certain you want to
be.
For instance, a level 2 wizard wishing to cast a spell with a casting level of 8:
6 dice could be used which has a 0% chance of failure. 5 dice has a 99% chance of
success, while 4 dice has a 93% chance of success.
Example 2:
A level 4 Slann vs a level 4 Greater Daemon. A 4 and a 3 were rolled for the magic
phase. The Slann is using the Lore of Life. He knows all the spells, can add an extra
power dice when casting and can re-roll miscasts.
Rolling dice which are approximately equal for Winds of Magic always
favours the power dice pool. E.g. 4, 4 becomes 8PD and 4DD.
The Slann knows he has a very good chance of succeeding with one good spell.
Regrowth and Dwellers Below are the 2 spells which would benefit his army.
Decide what you would do for each army before reading on.
Consider first the case when the Slann uses 6 dice to cast Dwellers below. 7
dice altogether is used with a good chance of getting IF (Irresistible force). 7 power
dice versus 4 dispel dice also highly favours the casting player. It is very likely that
Dwellers below will succeed. The next spell, Regrowth, however needs an 8 with just
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2 dice.
Next, consider splitting the pool into 5 and 2 dice. 6 dice can be used to cast
Dwellers while 3 dice can be used to cast Regrowth. In this case there is still a good
chance of both spells succeeding..
Using 6 dice for Dwellers increases its chance of being cast successfully but not a
second spell. Splitting the power pool into 5 and 2 dice has a good chance of
succeeding with 2 spells..
A third option of casting 3 spells could also be used e.g. Throne of Vines with
2+1 dice, followed by Flesh to Stone with 2+1 dice and finally Regrowth with 3+1
dice. In this case the Daemon army will have to ignore one spell, probably Flesh to
Stone. There is the immediate benefit of the Lore Attribute recovering wounds for a
model.
Throne of Vines has a huge advantage of being a Remains in Play spell and
therefore will use up the opponents power or dispel dice in the future.
This second example illustrates the importance of knowing every Lore and their
attributes well, to take full advantage of them. It also shows how armies with a Slann
have a strong magical attack. Dwarfs on the other hand have a strong magical defence.
Finding the balance between magical attack and magical defence is army
dependent and also a matter of taste. Some armies inherent strengths in the magic phase
is sometimes further modified by special abilities or magic items. These are Vampire
Counts, Lizardmen with a Slann, Skav, Tzeian Warriors, High Elves, Dark Elves and
Ogres. As usual I will not go into details, you have to find out what these abilities or
items are from the army books.
If you wish to cast 6th level spells with as many dice as possible then make sure
your main caster (lvl4 usually) has an Earthing Rod which offers some protection
against Miscasts.

Defending against magic


Dispel Scrolls and Dispel Dice
A Dispel Scroll is absolutely vital for magic defence. Every army needs to
have at one of these. Some armies could have more than one item that functions like a
Dispel Scroll e.g. Daemons and Dwarfs. Usually a scroll is given to a cheap wizard
called a scroll caddie (a wizard whose main purpose is to have scrolls).
It is important to look at the expected number of spells that will be cast per
phase as this will indicate how many times you have to dispel per magic phase. Keep an
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eye on your opponents power dice pool after each casting attempt and always make
sure you have sufficient dice to dispel the most dangerous spell/s.
The most important consideration in magical defence is to identify the
dangerous spells and concentrate on dispelling them.
Look, as well at the casting level of the most dangerous spell. This gives you
an idea of how many dice your opponent will use. If he casts this spell first then it is a
good idea to use as many or even all your dispel dice to dispel his casting attempt. If he
does not cast it first then you will have set aside a sufficient number of dice for this
purpose. If you prefer to be safe, the number of dice you set aside could be one more
than the maximum he can use. There will be occasions when you will be at a horrible
disadvantage e.g. a 3 Dispel dice pool versus a 6 Power dice pool. Theres nothing
more you can do then but to hope for a double 6 when rolling. In other scenarios, you
might have to let a weak spell through. When you do this, do also consider the effects of
the Lore Attribute before deciding.

Position of Wizards
The position of the casting Wizard is a small dilemma. On the one hand,
you want him to be within range of the enemy during your magic phase, on the other it is
preferable that he is kept out of enemy ranged attacks. If none of your spells require
LOS or need to be in range of the enemy, then by all means, keep you highest level
Wizard at a safe distance from enemy ranged attacks. If he is about to engage in combat
with his sheltering unit, move him to a position which minimises the number of enemy
models in base contact.
The Wizard is best placed in a non vital combat unit e.g archers or cheap core
infantry greater than 5 models. Except for Beastmen, Vampires, Warriors of Chaos,
Branchwraiths, Bretonnians and sometimes Orc Shamans and Butchers, wizards should
avoid combat. Bretonnian Damsels and Prophetesses are in the second rank most of the
time. They are quite safe and can cast spells while being in a combat unit, making them
safe. The other Wizards exceptions are T4 or T5 and some are armoured making them
perform as well as their sheltering unit in combat. Even then there is a risk as enemy
units will focus their attacks on Wizards while in combat.
Sometimes out of necessity a wizard has to be moved out of his sheltering unit. In
cases like this make sure that the wizard is
a ) positioned so that charges against him are prevented (see Denying Space to
prevent Charges in the Some Basics Chapter)
b) within 3 of a unit of the same base size to benefit from Look Out Sir!
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If a weak enemy unit has moved to a flank of an elite/good unit with a Wizard,
move the Wizard to the opposite flank. The unit itself is unconcerned with a flank charge
as it knows it can win through superior wounds or static CR. When combat reforming
make sure the wizard minimises or avoids base contact.
Shooting/Ranged magic protection could also be achieved by placing the Wizard
in a long range shooting unit itself. If the unit is destroyed, the Wizard with its high Ld
should be able to pass the Panic test and could then switch units or move to benefit from
a Look out sir from a close enough unit.
Finally look out for opportunities to kill a wizard by magic, shooting or
combat. This has a two fold effect of improving your magic phase by possibly removing
the enemys bonus to dispel and also removing the threat of adverse magic spells on
your units. Remember that the enemy will also be doing the same.

Selecting spell targets


The magic phase has similarities to the shooting phase but with the important
difference that it cannot be incorporated into your general plans. It is impossible to
predict whether magic will succeed until probably the last few turns. (See the next
section).
Always have an objective in mind before you embark on spell casting. I
illustrated this in Examples (1) and (2) in the previous section.
Make sure that your wizards are within range and wherever possible maximise
their options by moving them so that they have a selection of spell targets. Fortunately
the movement phase precedes the magic phase, so you can always make a few
positional adjustments if you forget. If you have the same important spell on several
wizards then make sure that all or as many of them are within range of your target. Do
not leave the casting of such spells to the last but make one attempt early. It is very
likely that your opponent knows or can easily anticipate that you can cast this spell
several times and he might let an early attempt of this spell through
Remember which spells are effective against which unit e.g. if a magic missile
has no armour saves, then move your wizard to within range of a heavily armoured unit
if possible.
Remember which spells are unique in offering protection (e.g. 5+Ward from
missiles; +1 T etc) or enhancing a special units abilities (e.g. make them Stubborn,
Unbreakable etc).
As you can see knowledge of the details of your spell is extremely important. It
is a good idea to re-read through the spell descriptions of your available spells before
announcing you want to embark on the magic phase or the Remaining moves phase.
If you intend to inflict wounds on a particular enemy unit then focus all spells
on that unit only. This is similar to the principles in shooting.
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For example, you have two wizards who know Fireball, with Burning Head
and Fiery Blast as their second spells. After attempting to cast Fireball on Unit (A)
which is dispelled, do not then target a different unit with Fiery Blast. Target the same
unit with 2 Fireballs, Fiery Blast or Burning Head. At least one spell would succeed. If
any two spells are not dispelled, then they would inflict a large number of wounds.

Bound spells
These have less of an impact in 8th edition but still carry the element of
surprise e.g. an Arch Lector on a War Altar which might have been passive during
previous magic phases suddenly sees an advantage in casting the Banishment spell.

Magic at the start and in the latter half


Magic is dealt with differently as each player turn progresses. There is no
clear line of demarcation between two halves of the game as far as magic is concerned
but important pointers are, the turn/s when the enemy and your own dispel scrolls are
disposed off, the moment when a main Wizard is engaged in combat or the death of one
or more Wizards. Broadly speaking, tactics in the magic phase are different after these
events.

Magic in the first few turns


During the first few turns, do not expect to be successful with any spells. The
objective is to draw out your opponents dispel scroll (or similar item/s). Treat any
spell that goes through as a bonus. Attempting to cast Remains in Play spells are also
prioritised during these early rounds.
Magical defence in the first half should be aimed at evading the most dangerous
spell/s. Your units should be kept unscathed or as close to the maximum size as possible
so that they can shoot or engage in combat effectively. The same principles as defence
against shooting applies (see Concentrated Shooting and Multiple unit exposure under
the Some Basics Chapter) Use a dispel scroll only when absolutely necessary e.g. to
dispel a high dice roll of a dangerous spell. Always make sure that the dispel scroll
carrier is kept safe in the early rounds. If he is most likely to engage in combat or is the
most threatened, then make sure the scroll is used and not wasted.
If the size of the targeted unit is large enough to absorb some hits, then save the
dispel dice for other spells if necessary. If at any time a wizards sheltering unit is
depleted simply move him into another unit. Do not move a wizard out of a unit in the
early stages of the battle unless you have absolutely no choice. It is difficult to prevent
an isolated wizard from being attacked and it will definitely attract the enemys
attention.
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Magic in the last few turns


By mid battle, it is likely that a wizard is engaged in combat or has been slain
from either side. The army which has lost the highest level wizard will be weaker in
both its magic phase and its enemys. Other wizards slain will also reduce the spells
available.
It is possible for wizards to leave units in the last few turns when it is clear
that it would be difficult to target them. In the very last turn wizards should actually
leave units so that they can move freely and can be in definite range of their spell
targets.
Finally in the last turn some spells are reduced in importance. Phas Protection
for example may be redundant because there are no missile attacks left in the enemys
army. A standard D6 S4 magic missile would only dent a large unit and is best used in
completely obliterating a unit. Choose your targets with Victory points in mind. (See
Decisions in turn 5 in the Some Basics Chapter).

Customising the magic phase


Many of the obvious uses of spells should already be known to you e.g. Purple
Sun is effective against low Initiative units. Savage beast of Horros is excellent at
augmenting attacks while Panns Impenetrable belt is good against depletion. I have
listed below only some of the spells that are effective against certain army lists.
1) Against Gunlines
a) Lore of Light:
Phas Protection ( 4+ to shoot warmachines; -1 to hit including combat);
Net of Amyntok The unit takes a S test when it moves (includes pursue and flee) or
shoots. Note above spells last for only 1 round.
b) Lore of Metal:
Transmutation of Lead: -1 to WS, BS and AS.
Assisting Gunlines or shooting units:
a) Enchanted Blades of Aiban - +1 to Hit
b) Harmonic Convergence re-roll Hits and Wounds
c) Curse of Arrow Attraction
2) Against cavalry or heavily armoured units
Lore of Metal:
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a)Plague of Rust -1AS for rest of the battle; best in turn 1


b) Searing Doom (2D6 wounding on AS value) and Final Transmutation both from
Lore of Metal
3) Against hordes and large units
Lore of Life: Dwellers Below S test for every model.
Lore of Metal: Final Transmutation slays on 5+
All vortex spells or spells that hit under a template
4) Against Hierophant, Vampire, spell casters Gehennas Golden Hounds from the
Lore of Metal can specifically target them within a sheltering unit.
Lore of Deaths Fate of Bjuna, Caress of Laniph and Spirit Leech also do the same.
5) Against heavily armoured characters
Lore of Metal
a) Gehennas Golden Hounds: D6 hits wounding on AS value Look out sir rolled for
each hit
b) Final Transmutation no AS or Ward saves on a roll of 5+.
The next list should also be well known to most players. It contains
combinations of spells that are quite devastating. In an actual game the likelihood of
these combos is small. If you have managed to cast the first spell and your opponent has
run out of dispel dice or cannot dispel, then cast the second spell for a game crushing
blow.

Spells combinations
1. Fulminating flame cage (Lore of fire) + Wind blast (Lore of heavens)
The unit is forced to move and then every model in the unit takes a hit.
2. Enchanted blades (Lore of metal) + Transmutation of lead (Lore of metal)
+1 to hit followed by a -1 WS and -2AS (overall) on the enemy
3. Phas protection + Speed of light (both from Lore of Light)
Hits on 3+. The enemy unit needs 6's
4. Speed of light + Bironas timewarp (both from Lore of Light)
A very popular combination.
This enables hits to be re-rolled in every turn at the highest WS.
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5. Net of Amyntok (Lore of Light) + The Withering (Lore of shadows) or Soulblight


(Lore of Death).
This can be used against spell-casters to stop them from casting spells, shooting units to
stop shooting, fast units to stop them from moving or to stop units poised to charge.
Other variations of this spell includes combining The Withering or Soulblight with
direct damage spells or magic missiles or The Withering or Soulblight with a spell that
targets a character specifically e.g. Fate of Bjuna, Caress of Laniph.
6. Melkoths Mystifiying miasma + either Penumbral Pendulum or Pit of Shades (all
from (Lore of Shadow) or Purple Sun (Lore of Death).
Lowering the Initiative and then forcing an Initiative test.
Another variation of this combines Melkoths withTransmutation of Lead on a
unit poised to charge to reduce the WS as much as possible.
7. Steed of shadows + Pendulum (both from Lore of Shadow) or Burning Head from
Lore of Fire
This is best cast in the early turns. The Wizard will be exposed but a whole line
of models will be hit by the second spell.
8. Doom and Darkness (Lore of Death) or Phantasmagoria (Daemons Lore ofSlan) +
Pavane of Slan or Slicing Shards of Slan (Daemons Lore of Slan)
This is a well known combo where the Ld is reduced and then damage (or further
damage) is inflicted based on a Ld test.
9. Throne of Vines + Dwellers Below or Regrowth (Lore of Life)
A well known combo for Lore of Life first tried by my friend Viz in his first 8th ed
game. Throne of Vines is cast first. If it succeeds then 6 dice can be used to cast the next
spell without fear of miscasts plus additional benefits from some Lore of Life spells.
Other variations of this combo is casting Throne of Vines and then combining with
spells requiring a large number of dice. Miscasts will be more likely but ignored.

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4. SHOOTING
Shooting Effectively
The total number of shots has to be maximised by
a) Shooting and manoeuvring or retreating where appropriate. The techniques of
creating space (See Combat Chapter) have to be used to prevent the enemy from
constricting your shooting units into a small space. The shooting units should also be
positioned with care. (See Gunlines in Some Basics)
b) Unblocking sheltered enemy units. This is mainly the job of Scouts, Fast Cavalry etc.
which should move around the flanks to harass and maybe flush out the hiding units.
Care has to be taken that the Scouts do not in turn expose themselves to a charge
(especially an early charge) which could destroy them
c) Making sure every shooting unit has at least one target per round
d) Making sure that not too many enemy units are locked in combat. This starts to
happen from turn 2 or turn 3 onwards. Since shooting units are not good at combat, it
will be easy for the enemy to choose appropriate units to win combat against them. If
such units are not destroyed or sufficiently weakened, then they could destroy a shooting
unit in a single charge or at least force a break test. This is the main reason why it is far
better to minimise the size of shooting units and expect them to break in combat. Once
again positioning is important and the possibility of fleeing, breaking and causing Panic
has to reduced or eliminated.

Comparison of shooting units


Appendix 4 shows the probability of wounding for various shooting units. I have
only listed the viable shooting units i.e. the units whose shooting will have a significant
effect. For other units, shooting is a bonus which could reap rewards but on the basis of
probability and correct play, will not. I have expected enemy units to manoeuvre to the
best distances possible and calculated the total number of shots accordingly.
The table shows the probability of a single model inflicting a wound before his
unit is charged.
By multiplying this by the total number of shooting models, you will have an idea
of how many wounds you will inflict by about the end of turn 3. How many more
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wounds can then be inflicted will depend on how you and your opponent move your
units and how many shots are then available from surviving shooting units.
I have used 7 units to test the effectiveness of each shooting unit.
1) Swordsmen, Elves, Clanrats, T3; 5+AS;
2) Realm Knights T3; 2+AS; 5+W
3) Bloodletters T3 ; 5+W
4) Savage Orcs T4; 6+W
5) Dwarf Warriors T4; 4+
6) Tze Warriors T4; 3+AS; 6+W
7) Ogre Bull T4; 5+AS
Once a shooting unit is charged, it can be expected that they will lose combat
easily except maybe for Dwarfs. Other units however, will still be able to shoot
Total shots before being charged is based on an initial distance of 24-30 from
the shooters to the target. The shooters have various options of staying still, advancing
or retreating and shooting. I have assumed first turn is given to the shooting unit and
chosen the best options (advance or retreat) for each shooting unit against each test unit
e.g. for Knights of the Realm against Skinks, the knights have to advance as close as
possible but without allowing the Skinks to escape into a flank. (see Fast Cavalry
Dodge in the Combat Chapter). I have assumed as well that the advancing unit needs to
cover just one flank while its other flank is being covered by a neighbouring friendly
unit.
For move and shoot units of M4, it makes no difference whether you deploy at 24
move 1 and shoot and then stay there and shoot or retreat 4 and shoot against M8
units. For instance for a 24 missile weapon, the M8 unit will march 16 leaving just 8
to the shooting unit which cannot retreat from the threatened charge in the next round. Its
best option is therefore to retreat 3, shoot at short range and then stand and shoot at
short range in the next round.
For Scouts, I have assumed that enemy units deployed correctly, covering at least
one table flank completely and moving so that Scouts are unable to venture behind them.
E.g. Chameleon Skinks have 1 turn of shooting from 12 having moved to just outside
the charge arc, 1 turn from shooting from 12 without moving and 1 turn from standing
and shooting. Shades have 1 turn from shooting from outside the charge arc, 1 turn at
shooting from 24, 1 turn at shooting at short range (when enemy units have constricted
its space sufficiently see Space section i n Some Basics Chapter) and 1 turn at stand
and shoot.
Glade Guard are deployed at 11 from the board edge to be able to retreat 4
times, the last retreat being less than 2.5.
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Appendix 4 shows the data for shooting. Dividing these figures by the points for
each model gives the shooting worthiness of the different models.
3 units stand out Dark Elf Crossbowmen, Glade Guard and Shades. DE repeater
crossbowmen are more or less the same with Glade Guard; Glade Guard being better
against some units while DE repeater crossbowmen are better against others. Shades in
turn are marginally better than both while Dark Riders are not far behind.
This then points to the Dark Elf shooting army as being the best and that is what I
shall use to test against 2 armies later in this chapter.

Heavy Shooting
Before that, I shall analyse heavy shooting lists. The best shooting army are Dark
Elves from Appendix 4(b). From this analysis, I can arrive at a good estimate of the
performance of other heavy shooting army lists by scaling down using Appendix 4(b) as
a guide. Dark Elves main advantage is their density of shooting, their good BS, Armour
Piercing shots and their ability to move and shoot.
Lizardmen shooting lists are not as good because of the short range of their
shooting 12. The target unit will be within a reasonable distance to declare a charge.
Even M4 infantry has just over 50% chance of succeeding. So, although Poisoned
shooting of Skinks is a good advantage it is offset by the short range and BS3.
Goblins could also shoot but since they have a more certain and better role in
combat, they will be wasted as a shooting unit.
Dwarfs and Empire both have higher points cost per shot at a lower BS and are
Move or Shoot. It is easier to charge a Move or Shoot unit since it cannot retreat. If it
does it loses a round of shooting.
Glade Guard and Glade Riders also Move and shoot at BS4with Glade Guard
shooting at S4 at a short range of 15. This will be within cavalrys average charge
range but not infantrys. The number of shooting rounds against cavalry units is then
unchanged 3 rounds max. From Appendix 4(b), it will take 50 Glade Guard to kill 10
knights or 47 to kill 40 Bloodletters before they are charged.
Compare these figures with 53 and 51 Repeater Crossbowmen to do the same job.
The number slain is very slightly better for Glade Guard but per point, Dark Elves
Crossbowmen are clearly better between 4% - 14% better. Furthermore Dark Elf
Crossbowmen are better in combat both at Slaying and rate of Depletion.
There are other advantages of Glade Guard over Dark Elves crossbowmen which
cannot be overlooked. Range is further for the Glade Guard longbow and half the
number of Glade Guard units can be deployed as Scouts.
A comparison of Glade Riders and Dark Riders again yields a result even more in
favour of the Dark Elf unit Dark Riders slay more and are much better per point.
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All this does not mean you should not have Skinks, Pistoliers, Thunderers or
Glade Guard.
It simply illustrates the point that to find out how Lizardmen, Empire, Dwarf or
Wood Elves shooting lists fare, it will be sufficient to scale down the results derived
in the next section which tests Dark Elves.
What about warmachines? They have their uses but have the disadvantages of
being Move or Shoot, carry a 1/6 chance of a misfire, could miss their target completely
and are costly. Against that, they have very long ranges and high strengths. Again I am
not discounting their usage completely but based on probability, the only warmachine
that could slay anything close to 10 knights or 40 Bloodletters mentioned above for the
same number of points cost, belong to Bretonnia (Trebuchet) and Skav (Warp lightning
Cannon) which on probability is almost twice as good as the average Stone thrower.
The Helstrom comes next at 1.5 times that of the average stone thrower, followed very
closely by the Gyrocopter.
Trebuchets/WLCs are good because of their higher strength. The rate of slaying
for the average stone thrower for a shot on exact target is about 10 against a T3, 5+AS.
For the duration of the battle, using a rough estimate of 1.0 1.5 times this figure yields
the total number slain to be 10-15 (no shots in turn 1 sheltered enemy; 1 shot in turn 2
and charged in turn 3). The Trebuchet slays 20 30 while the Helstrom and Gyrocopter
would slay between 12- 22. The VPs (most likely) won by this shooting could be less
than the cost of these warmachines if it shoots at cheap Core units.
To offset the greater probability of warmachines missing than hitting, several are
needed. This is why gun-line lists use numerous warmachines and shooting units.
The 3 armies which could have a gun-line list are Empire, Skav and Dwarfs.
Dwarfs will have a mixture of Grudge Throwers, Flame Cannons and maybe an Organ
Gun plus Thunderers or Quarrellers. A Skav gun-line will have 2 Warplightning
Cannons (or 1 Warplightning Cannon and 1 Plague Claw Catapult) with 3 or 4 Weapons
Teams e.g. 3 Poisoned Wind Mortar and 1 Warpfire Thrower. An Empire gun-line will
have a battery of Mortars and Helstrom Rockets plus shooting from Outriders and
Pistoliers.
I would like to emphasise that all 3 gun-lines will be defeated by army lists
which have fast moving and heavily armoured units. Very large units could also handle
gun-lines quite well. A battlefield with lots of terrain will also spell doom for these
gun-lines. The exact mechanics is not difficult to work out. Appendix 4 provides the BS
shooting data.
A reasonable estimate of warmachine casualties will be 1/6 chance of a direct hit
per battle i.e.1 direct hit from each small template shooting. Flame template shooting
(except for the Flame cannon) is at close range but again a 1/6 probability is
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reasonable. Each small template hit will slay 8 models with a 1 base and with no
armour saves and 13 models with a 2cm base with no armour saves. Add the possibility
of a partial hit, my estimate of 20 casualties from warmachines is quite reasonable.

Swift Reform against the Gun-line


A unit that has Swift Reforms can move as normal while a unit that reforms
cannot move more than twice its normal rate quoted from the main rule book.

Using these rules a large unit could charge and overrun into several units of a gun-line
with the furthest or closest model moving to 3 X its movement value instead of 2 X.
Unit (A) starts at about 3X its M value from the closest shooting unit G3. It could
march and get closer to G3 and threaten it with a charge but it must do so without
allowing G3 to move around it.
(A) first performs a Swift Reform and broadens its frontage as much as
possible while making sure that the furthest model moves only 2M. This is shown in
blue in the above diagram
(A) then either moves sideways (up to it full M value) to ensure it is still gains
from shooting cover by the hill. In other circumstance (A) could move straight ahead or
wheel until it is as close as 1 from G3. It must do so bearing in mind that G3 has to be
prevented from moving away from its charge arc. G3 cannot avoid being charged and
when it is, the overrun will take (A) into G2 or G1 followed by another overrun in the
next round into other units
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The main advantage of this is not only the extra distance gained by (A) towards
its intended charge target but also the overrun/s. The overrun prevents the surviving
warmachine from shooting (A) since it is not in combat. This is an important
consideration when charging warmachines and shooting units.
Make sure that the charge path of a unit that charges a weak shooting unit
will enable it to overrun into other weak units or warmachines etc if possible.
The proximity of (A) to G3 will also increase the danger of any shooting to
scatter onto G3.
In the next section, I shall test the following Dark Elf list against Bretonnian
knights and then against a Blood Daemon army:
100 Repeater Crossbowmen 50 with and 50 without shields
2 X 15 Shades
Dreadlord; Supreme Sorceress; 20 Blackguard
Bretonnians are made up of 11 Knights Errant (B4), 8 Questing(B1), 10 Knights Errant
(B3), 8 Knights of the Realm (B2), Damsel. BSB and Lord.

Shooting Battle 1: Bretonnians vs Dark Elves


I have included 6 pieces of terrain of average size which slightly favours the
shooting army and given the first turn to Dark Elves.
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Key:
Blue = Bretonnian
White = Dark Elves
Red = Daemons

Deployment B4 leaves a small gap unprotected to tempt the Scouting Shades


unit, S2, to deploy close to the bottom board edge. The average charge distance of an
M8 Swiftstride unit is 17, so S2 will have to be beyond this distance. If S2 deploys
close to the board edge, it can be easily trapped by B4 in 2 turns. B2 will first secure
the bottom edge in the same way as Winning a Flank ( see Combat Chapter) while B3
covers its left flank. S2 therefore deploys about 20 away while leaving room to retreat
safely (See Retreat in Some basics Chapter).
Turn 1: Notice S1 and S2 retreating safely while some of the smaller Repeater
Crossbowmen units move forward. T hese smal l repeater crossbow units can be
expected to sacrifice themselves at the end of turn 2 to maximise shooting for the other
units in later turns. The Black Guard unit positions itself to deal with charges of a
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weakened unit preferably, while at the same time sheltering any potential fleeing
shooting (see Sheltered fleeing in the Combat Chapter). Notice the Dark Elves units are
beginning to surround the Bretonnians in an arc.
Shooting: 2 Bretonnian units could be targeted. S2 shoots B4 while S1 shoots B1.
1.1 slain in B4 (0.037X30 = 1.11) and 1.7 slain in B1 (0.056X30=1.68)
B1 makes sure that S1 cannot infiltrate. B2 B4 naturally have to choose to stay on the
left flank while threatening as many units as possible as they march up.

End of Turn 1:

Turn 2: Dark Elves units, X2 and X5 retreat further while X1, X3 and X6 offer
themselves as bait. S2 moves to B4s flank while X7 also does the same while
maintaining a 20 distance. X8 moves onto the hill so that it is in range.

Turn 2 Dark Elves Shooting phase


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Shooting: X1 and half of S1 shoot B1 (15X0.056 + 20X0.028 = 1.2) killing 1.2. X2


X5 shoot B3 killing 3.7(40X 0.019 +80X0.037= 3.72) while X6, X7, X8 and S2(short
range) shoot B4 killing 2.8 knights (60X 0.019 + 30X 0.055).
Turn 3: B1 charges X1 which flees behind S1. B2 charges X2, B3 charges X3 and B4
charges X4 which all Stand and Shoot. B2 loses 0.38 (20X 0.019) B3 loses 0.74 (20 X
0.037) B4 loses 0.76 (40X 0.019).
B1 now has 5 knights, B2 has 7.6, B3 has 5.4 knights and B4 has 6.3 knights. There are
also 3 characters in these units. They will probably break X2, X3 and X4 and run them
down.
400 VPs to Bretonnians and none to Dark Elves so far.
Dark Elves have 60 Crossbowmen and 30 Shades.
In turn 4, I expect units X5-X8 and S2 to shoot B4 which should have reformed to face
at least 2 of these units. Shooting will be at short range for units X5 and X6 and shooting
will slay, 6.4 knights (30X 0.055 + 60X 0.055 + 40X 0.037=6.43) destroying the unit.
B3 will probably have charged or be charged by the Black Guard unit while
B2 will destroy X1 in this turn while being able to trap S1 in the next turn. S1 shooting
on B1 this turn will slay 2.5 knights (0.083X30=2.49). B1 has only 2.5 knights left and
S1 will concentrate on destroying that unit completely in turn 5 even though they are
threatened with a charge.
Final result B1 and B4 destroyed by shooting. B3 and Black Guard neutralise
each other and B2, S2, X7, X8 and all characters survive. Victory for Bretonnians by
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about 300 VP.


The total number of knights slain is 24. This factors up to 130 Repeater
Crossbowmen using Appendix 4(b). Using this figure I can expect that this DE shooting
army will slay a maximum of:
144 Swordsmen
100 Bloodletters
98 Savage Orcs
96 Dwarfs
48 Warriors
28 Ogres
These figures are based on about 615 shots altogether. As the next battle will
show, a more realistic figure for casualties is smaller because unlike the Bret knights
who freely exposed themselves to shooting, the infantry units in these armies will move
with greater care and try to split the shooting between units while trying to shelter each
other. The expected number of casualties will be closer to those in the next game.
Except for Dwarfs, these armies should have large enough units to absorb all
the expected casualties and still charge and win in combat. Dwarfs, fortunately have
ranged attacks to compensate for their bigger % of casualties.
So, shooting alone will not win the battle.

Shooting Battle 2 Blood Daemons vs Dark Elves


Deployment: Daemons have decided to prevent infiltration by Scouts by
completely covering the whole table. D3 is in horde formation for this purpose but will
use Swift reform to change formation and move later. D1 and D2 are 7 wide. D2 is
more than 28 from X4 X8. Dark Elves have a chance of killing the Bloodthirster by
shooting with both Shades units and have deployed them close to the Bloodthirster. The
Black Guard unit has time to adjust to threats on the left flank and so aligns to face the
right flank for the moment.
Daemons have the option of swinging their units to the left or to the right flank.

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Turn 1:
Units X1, X2, X3, X4 and X5 advance slightly whilst X6, X7 and X8 advance on
the right. S1 retreats onto the hill. Because they are outside the shooting range even after
moving (28), X6, X7 and X8 march. This move prepares these units to deflect charges
etc if needed. If the Daemon army does not move, then in the next turn, these units should
be in shooting range.
S1 and S2 shoot D3 slaying 8.3 Bloodletters (30X0.111+30X0.167 = 8.34). The
Bloodletter unit, D3 moves to win the right flank (see Winning a Flank in the Combat
Chapter) and Anchors itself correctly while the Bloodthirster moves into charge range.
Similarly D1 tries to wrest control of the left flank. D2 moves towards the centre to
discourage any advances there.
The aim is to constrict the Dark Elf army.
Turn 2
X1 shuffles back while X4 and X5 move forward to get into range to shoot. X2 and X3
Swift reforms and then shuffles back. X6, X6 and X8 move forward while S1 and S2
march back as far as they can. Dark Elves must retreat without losing Space (as
explained in Some Basics). The mistake would be not to move X6, 7 and 8 and then end
up in a log jam later on with the possibility of the enemy units overrunning when they
win combat. This is shown in the next diagram.

A wrong Dark Elf retreat results in this at Daemons turn 3


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The diagram above depicts the probable situation if Dark Elves do not create
this Space for themselves. D2 and D3 have not been completely destroyed after 3
rounds of shooting. S1 and X8 have been charged with an Overrun path that will take
them into X6, X7 and S2. 5 units would be destroyed with nothing to show except a
flank charge on D3 an advantage which is only temporary as D2 would probably end
up flank charging the Black Guard unit.
If instead of the diagram above, S1 chooses to retreat behind the Black Guard
unit, D2 could have charged X6 with a good chance of overrunning into X5 or X7. S1
meanwhile cannot shoot for a whole turn. It would also get in the way of S2 trying to
retreat from the left flank to the centre, away from the attention of the Bloodthirster.
There must be space for the important units i.e. the best 2 shooting
Units (S1 and S2), and the Black Guard unit to manoeuvre. In doing this, one or more
units will have to be exposed to a charge. Make sure that you have selected the units the
enemy will engage and destroy. These units must necessarily have the smallest Victory
points. In this case X6, X7 or X8 will have to move forward and lure the enemy or
sacrifice themselves while diverting them into spaces for future shooting or maybe a
counter charge. This is an important principle when several units are retreating.

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Turn 2 Dark Elf Shooting phase

Daemons are trying to split up Dark Elf shooting as much as possible by


threatening several units at the same time. D1 is within good charge distance of X1 and
X2 on the left flank. On the right flank B4 and D3 are threatening S1, S2 and X8.
Shooting: Assuming 2/3 of X1, X2 and X3 have LOS to D1. They shoot and slay
2.2 Bloodletters (40X 0.055 =2.2). X4, X5, and X6 shoot D2 and slay 5.5 Bloodletters
(100X 0.055 =5.5). X7, X8, half of S1 and 1/3 of S2 shoot D3 and slay 7.2 Bloodletters
(20X 0.055 + 20X 0.028+ 50X0.111=7.2)
Daemons turn 2: If D3 charges X7, it will flee, leaving D3 woefully short of
charge targets when the Dark Elf units retreat in the next round. The same is true for D1.
Therefore the Daemon unit marches again. This ensures that there will be a choice of
units to charge in the next turn.
D3 position itself just over 1 from X7 which is immobilized! It cannot escape
from the charge, neither can it try to wheel clockwise. This is similar to the Wheeling
Arc Trap (see Combat Chapter). D3 however can wheel past it when it charges. B4
now flies up towards S1 which also effectively trapped. It takes about 135 shots to kill
the Bloodthirster so he is safe.
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End of turn 2

Turn 3
X1 offers itself as a sacrifice to divert D1 away from the centre. X2, X4, X7 and
X8 do not move so that they can shoot at short range.
Dark Elf Shooting Phase Turn 3

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X5 and X6 retreat slightly to increase the charge distance slightly. S1 marches out of the
way to wait and see what happens and is hoping to move in between the flanks of D2,
D3. X3 has achieved this by marching into the safe zone of D1.
S2 marches back 10 and shoots. It knows it is doomed and marches back to
secure a stand and shoot from the inevitable charge.
X1 and X2 shoot D1 slaying 6.7 (40X0.167 = 6.68). X4, X5, X6 and S1 shoot D2
slaying 14. (40 X 0.167 + 60X 0.111 + 30X 0.028 = 14.18)
X7 and X8 shoot D3 slaying 6.7 (40 X 0.167 = 6.68)
About 12 shooters from S2 shoot the Bloodthirster inflicting 0.9 wounds (24 X 0.0185 =
0.444)
D1 is down to 26 models charges X2 which holds because it cannot stand and
shoot. D2 is down to 25 models charges X5 which flees and D2 redirects into X6 which
stands and shoots. D3 is down to 22 models and charges X7. X7 has to hold because it
has a very low chance of fleeing successfully.
The Bloodthirster is down to 4.6 wounds and charges S2 which I will assume
passes the Terror test and stands and shoots inflicting another 0.444 wounds.
I will assume that all charge rolls succeed since the dice roll required is 7 or less.
X2, X6, S2 and X7 should all lose combat heavily and break. X7 will either be
completely destroyed or reduced to <25%. D3 should overrun into X8. X6 will break
and flee past the Black Guard unit so D2 will either overrun into the Black Guard unit
or charge it in the next turn. X2 would have fled off the board or was caught by D1 I
shall assume it was caught.
S2 would have been destroyed but will have inflicted 0.55 wounds on the Bloodthirster
who is down to 3.4 wounds.
D1, D2, D3 should lose 3 models from combat. They are down to 23, 22 and 19
models.

Turn 4
5 units, X1, X3, X4, X5 and S1 have moved to shoot D1. They inflict 15 wounds
(90 X 0.111 + 30 X 0.055 + 30X 0.111 = 14.97). D1 is down to just 4 models which
has no way of escaping shooting and will probably charge X4 hoping for lucky rolls in
combat.
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Dark Elf Shooting Phase Turn 4

In turns 5 and 6, I shall assume that the Black Guard unit is still alive even though
it is flanked or rear charged by the Bloodthirster. The Dreadlord would have issued a
challenge and survived against the Bloodthirster.
D3 meanwhile would have been subjected to some shooting and might lose 15
wounds at the most leaving it down to 4 models to march and hide behind the hills. It
will be difficult for these 2 units to wipe out 20-25 Black Guard in 5 rounds of combat
and for the Black Guard unit to destroy 22 Bloodletters. It is likely though that they
manage to kill the Khern Herald.
So at the end of the battle Dark Elves will have lost S2, X6, X7 and X8 while
Daemons would have lost D1 and a Khern Herald. A draw is the probable result.
Daemons could win if the Bloodthirster successfully charges 1 of the Repeater
crossbowmen units and D3 survives being shot at. Dark Elves could win if D3 is
destroyed while the Bloodthirster engages in combat with the Black Guard unit.
In all around 75 Bloodletters were slain by shooting. This is 75% of the
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amount predicted by Battle 1.

Final Comment on Heavy Shooting Lists


The 2 battles I have illustrated should give you an idea of how the Dark Elf
shooting army will perform. It will be impossible to accurately predict what exactly
will happen but the 2 battles and Appendix 4 show that:
1) An all shooting army has clear limitations and is not a guaranteed victor against
all armies.
2) Other all (or nearly all) -shooting lists are less strong than Dark Elves and since
Dark Elves shooting lists lie on the margins of tournament viability, I would strongly
advise against heavy shooting lists in a tournament.
You could of course field a heavy shooting Dark Elf list as illustrated above
but I feel this is the only list close to being viable. Lizardmen, like Empire and Dwarfs
have better options than a mainly shooting list.
Wood Elves is a different kettle of fish. There does not seem to be sufficient
choice here and shooting is necessary to some degree. There is a fine balance between
the number of Glade Guard, Glade Guard Scouts (the best shooting units per point) and
Dryads and Treekin (the best combat units per point).
Other possible shooting lists for Dark Elves and Wood Elves would use more
Fast cavalry units combined with the Fast Cavalry Dodge explained in the combat
chapter.
Some possible heavy shooting lists worth experimenting with:
Dark Elves 1
100 Repeater Crossbows in 5 units of 20
This list will probably slay a maximum of 83 Swordsmen or 14 Knights of the Realm,
58 Bloodletters, 56 Savage Orcs, 56 Dwarf Warriors, 28 Tze Warriors or 8 Ogres
before suffering heavy losses.
Dark Elves 2
40 Repeater Crossbows
30 Dark Riders
+15 Shades
+ Reaper Bolt Thrower
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Dark Elves 3
60 Repeater Crossbowmen
10 Dark Riders
20 Shades
This list will slay a maximum of 124 Swordsmen or 26 Knights of the Realm, 77
Bloodletters, 74 Savage Orcs, 74 Dwarf Warriors, 37 Tze Warriors or 21 Ogres
before being charged by the enemy.
Dark Elves 4 (I used this list in the 2 battles above)
100 Repeater Crossbowmen 50 with and 50 without shields
2 X 15 Shades
Dreadlord; (Supreme) Sorceress; 20 Blackguard
Lizardmen
100 Skink Skirmishers
2X 10 Chameleon Skinks
1 Stegadon or 3 Salamanders
Lizardmen 2
185 Skink Skirmishers in units of 10 & 20
40 Skinks in units of 10
2 X 10 Chameleon Skinks
3 Salamanders
Slann w 3 disciplines Dispel Scroll in a unit of 20 Temple Guard
Empire 1
5 Pistoliers
30 Outriders
2 Steam Tanks
Empire 2
5 Pistoliers
50 Outriders
10 Knights
Steam Tank
Grandmaster + 1 Warrior Priest + 1 Wiz
Dwarf 1
30 Thunderers
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30 Quarrellers
A few Warmachines with Runes
Bolt throwers at S8 is just as good as a Cannon and cheaper. They dont misfire and
could hit on 2+ with the right runes. However they slay only a handful of models per
round of shooting.
The Grudge thrower, Flame Cannon and Gyrocopter shooting are able to slay more
models per round of shooting. Only the Bolt thrower and Gyrocopters shooting is not
subject to a Misfire.
Dwarf 2
60 Thunderers
A few Warmachines with Runes
Skav
20 Gutter Runners to complement the Slave Hordes NOT replace them
A choice of Weapons Teams and Warmachines This has already been covered in the
first Chapter for Skav.
Wood Elves
130 Glade Guard some deployed as Scouts
Or a mixture of Glade Guard and Glade Riders.

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5. COMBAT
Using Appendix 6
This Appendix ranks all 108 units in terms of their rate of slaying and depletion
against 2 test units Swordsmen horde and Savage Orcs Biguns, when they benefit from
the Choppa rule. It does not take into account static CR, Ethereals and there are no
Flaming or magical attacks.
Using an example: Lets say you are playing High Elves against Lizardmen.
Youre not sure whether your Spearmen horde is able to take on the Saurus horde with
HW. Appendix 6 gives these figures
For HE Spearmen Against Swordsmen
For HE Spearmen Against Sav Orcs (B)
For Saurus Against Swordsmen
For Saurus Against Sav Orcs

- 24 (Slaying) ; 88 (Depletion)
- 19 (Slaying) ; 82 (Depletion)
- 33 (Slaying) ; 44 (Depletion)
- 36 (Slaying) ; 57 (Depletion)

24 is compared with 33 24 is better, 19 with 36 19 is better, 88 with 44 44


is better and 82 with 57 57 is better. If both Slaying and Depletion favour one unit,
then that unit should win but in this case this is not true. The depletion rate favours
Saurus in both test cases but the slaying rate favours the Spearelves.
This indicates that the margin of victory will not be large. The difference (or
ratio) between the 2 depletion rates is much bigger than the difference/ratio between the
2 slaying rates Spearelves depletion of 88 is much bigger (twice) than 44 for Saurus
whereas Slaying ration (33:24=1.4) is not as big.
Therefore Saurus is expected to win against Spearelves by a small margin
assuming the same static CR.
A quick calculation using Appendix 1 will confirm this.
It is more accurate to calculate using Appendix 1 but Appendix 6 provides a
quick check. Be careful though, Combat rankings are dependent on the test unit used and
Appendix 6 is by no means prescriptive. Double check with Appendix 3 or better still
calculate using Appendix 1 if you want to find out whether to pit your unit against a
certain enemy unit.

Charge or not to charge


This is straight forward in execution but is the most complex tactically. Skill is
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required in moving each unit the right distance with the right facing.
Start with your units that can charge. If there is more than one unit that can
charge, then start with the most critical charge (usually the central charge).
Do not declare any charges until you have assessed what will probably happen
after the ensuing combat. Winning in the first round of combat is the best result to assist
with your planning. If you anticipate combat over many rounds, then you have to plan
further ahead. Do not merely focus on what will happen if you charge successfully.
REMEMBER Charge response is important. The charged unit could flee or
Stand and shoot!
Measure all the enemy units that are within charge range of the combat area.
Assess the charging units position if the charge fails. Only then do you go on to analyse
what happens when the unit actually charges. Calculate what could happen after the first
round of combat. Analyse one future combat at a time and then combine each probable
outcome to give you a clear overall picture of the battlefield.
Your decisions should be based on a detailed assessment of each situation. The
analysis will be complex but worth it.
Let me illustrate these points with the example below.

In the diagram above, before declaring that I2 will charge B2, consider what
will happen if C3 and B1 charges in the next round. It may seem that I2 will be
overwhelmed if they do, but such an analysis is incomplete. As usual try to think of all
the possible moves before reading further.
There are 5 choices here:
A) Assuming that I2 will probably hold in the ensuing combat. Support I2s charge by
moving I1 and I3 to cover I2s flanks. This will succeed only if I1 and I3 can both hold
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when charged by B1 and C3. Three individual combats will have to be assessed,
making this the most dangerous and probably the least effective choice.

B) Ignore I2s plight and assume that it breaks. Position I1 and I3 to take on B2 when it
breaks and pursues I2. Alternatively only I1 is positioned to flank charge B2 while I3
moves up to deter C3.

C) Assume that I2 will probably hold in the ensuing combat. Move I1 and I3 out of the
charge range of all enemy units (in this case B2 and C3) but position/orientate them so
that they can combine and charge B2 (or any other enemy unit). This is a pessimistic
choice and calls into question why I2s charge was made in the first place

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D) This is the most defensive option. Do not charge with I2 but move all three units, I1,
I2 and I3 out of enemy charge range.

E) This choice sacrifices a unit for a stronger charge option in future rounds. Move one
unit (I3 in this case) as far as possible to tempt and lure the enemy and position the other
two units to combine charges and flank charge in your next turn. (as explained in Lure
and Ambush)

F) The last option is what happens if the enemy flees! This is quite easily overlooked by
a beginner who is eager to crush a seemingly weak unit. First of all, do you think unit B2
is likely to flee. Remember that if it is Immune to psychology it cannot.
The reasons for fleeing have already been explained in Some Basics.
You have to balance the prospect of losing I2 in the next round with forcing B2 to flee.
If you do not want to lose I2 easily, then do not declare a charge.
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If B2 does flee, all is not lost. You could still make it dangerous for B1 and C3
to flank charge I2.

I1 and I3 have moved up in anticipation of a flank charge by either B1 or C3. If


B1 and C3 do charge they risk a flank charge in the next turn.
It is important to note that I2 itself could flee if the enemy declares a charge/s against it.
Flank charges for I1 and I3 could be set up by making sure they are in the Safe Zone
(explained in Some Basics).
As you can see, the decision to charge or not to charge does not involve just the
pair of charging and target units but all the units in the vicinity.
The decision is not simply whether you should charge or not but what you
expect to happen, how you should move neighbouring units and how would you
safeguard against counter measures made by opposing units.

Winning and anchoring a flank


Flanks in the next 2 sections refer to the boards flanks and not a particular
units flanks. They can be won by either outnumbering the number of enemy units and/or
having units which move faster, in the right place.

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Although (A) and (B), in the diagram above, are individually weaker than (E1),
by sacrificing unit (B), (A) has won the opponents section of the left flank.
N.B. Sacrificing (A) would lose both the flank and unit (A) as Bs rear would be
exposed and unguarded.
On the right side of the board, (C) is a unit of skirmishers, flyers or Fast
cavalry. Unit (E3) in the diagram above tries to block (C)s progress down the flank to
no avail. (C) will still win the right flank by moving to areas (P), (Q) or (R).
Both (A) and (C) have won their section of the flanks temporarily. To win it
outright, they have to be supported by further units and correctly Anchored. This is
discussed below.

Anchoring a won flank


Once the flank has been won, this important advantage has to be consolidated.
It is impossible for 1 unit to dominate a whole flank which is 48 wide but it does not
need to. The unit that has won the flank has to be placed at points where it secures the
most important areas. This area could be an area of possible enemy infiltration or an
area where friendly units intend to move safely into.
There must be no Dead Space (see Space in the Some Basics Chapter) in the
flank area that has been won.

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In the diagram above, (A) is correctly positioned and hence Anchored. It


threatens (E2) and allows (B) to move safely into the area it guards. Notice its 45o
orientation allows it to cover all the wide areas of the flank in front of it.
Compare this with (E1) where the enemy unit thinks it has won the opposite
flank.
(E1) has not won the right flank. It is also trying to dominate the more central
spaces and has severely compromised its armys advantage of winning a flank. It is not
properly positioned and hence is not firmly anchored. There is a gap (P) which enemy
skirmishers (S) can move into. Once these skirmishers move into (P), they will dislodge
(E1) by threatening a flank or possibly a rear charge. The flank has been lost by (E1) to
(S) because (E1) failed to anchor itself correctly.
Unless a unit is firmly anchored in a flank, the flank cannot be considered to
have been won.

Sacrificials
These units are used to delay charges by 1 or 2 rounds. They serve to prevent
not just flank or rear charges to your main combat units but frontal charges too in some
cases. The cheapest units of your army should be used for this purpose and at least 2 are
required for most tournament armies. Ideally the total cost of sacrificial units should be
less than 100 points. Therefore if all your sacrificials have been destroyed and you have
not managed to score any victory points in return, you have still salvaged a draw.
The best unit for blocking and diverting charges etc is Fast Cavalry followed
by Skirmishers with a large M value. Swiftstride is another desirable characteristic.
Unfortunately units which satisfy all these characteristics are not the cheapest in the
army. You will have to assess and find the right balance in apportioning a certain
number of available points to Sacrificial units. Chapter 1 listed the units available to
each army. Very strong armies do not need to worry about the lack of Sacrificial units
but some armies with relatively weaker army lists, will have to manoeuvre well to
match the strong armies. In doing so, the Sacrificial unit is vital to successful
manoeuvring.
In all the Combat manoeuvres explained below, Sacrificial units are used.
Sometimes the Sacrificial flees and sometimes it holds depending on the
desired outcome of the combat manoeuvre. The first basic example below shows
Sacrificials in both roles.
They are positioned in the same way as described in Deflecting and Blocking
charges. In the diagram below, unit (A) can safely charge and engage the enemy (unit
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E2) while units (S1) and (S2) are used to deflect enemy charges in the next turn.

Notice that (S1) flees from the declared charge while (S2) does not. (S1) is
close enough to the board edge to ensure a good probability of its chargers (unit E1)
being forced to stop at the edge of the board. E1 cannot reform until player Es next turn
since it has not actually destroyed the fleeing unit (pg23 and pg27 of the main rule
book). Therefore 2 turns will have passed before (E1) can declare a charge.
S2 however has no choice but to engage the enemy to prevent a re-direct into
(A). S2 should break or be destroyed allowing E2 to combat reform and face the enemy.
Note that breaking and fleeing is not always the preferred option for Sacrificials.
Sometimes they could be preserved for later use. One way of achieving this is to use the
Sacrificial Clip explained below. This reduces the number of combat attacks on the
Sacrificial unit and therefore ensures that it will not be totally annihilated. The enemy
unit has then to consider whether it should pursue or restrain pursuit. Both options will
be good.
a) Restraining pursuit improves the survivability of the Sacrificial unit it just need to
rally. It can then be used again for the same purpose.
b) Pursuit will take the enemy unit out of the main combat arena for yet another round.

The Sacrificial Clip


This is a matter of accurate positioning to force a clipping charge. It is not
difficult to achieve this as the diagram below shows.

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The left diagram shows the initial position and the right diagram shows the final
position. E1 has a reduced frontage against S1 which reduces the number of attacks it is
subjected to.
Unit (S1) is the Sacrificial unit. It must be angled in such a way that
A) It is not itself exposed to a flank charge.
B) It still blocks all charges to the shielded unit.
C) It minimises the number of models that will be in base contact with the enemy when
it charges. Remember that (A) and (B) must be fulfilled always.
It of course has to be 1 away from all units when manoeuvred into place. If
(S1) can reform as it moves e.g. Skirmisher or Fast Cavalry, the effect is even more
profound and in some cases the charge is prevented.

The Sacrificial Skirmisher unit (S1) moves and covers As flank and reforms into
a narrower width keeping just to the right of the thick dotted line. E1 is still in S1s
frontal arc and must charge S1s front. Since it cannot fit in the area shown, the charge
fails. Some players will dispute this and state that S1 will have to be moved by sliding
it across. Sliding is not stipulated by the Closing the Door rules which also states that
charges could fail because of the lack of space. It is up to you to discuss and sort this
out with your opponent preferably before the game starts.
E1 is a deeper unit (more ranks) than the previous diagrams and this makes it
easier for the charge prevention to be accomplished. If the charge cannot be prevented
then at least the number of attacks against (S1) will be reduced drastically and it might
even survive. (N.B. the rules do state that base contact has to be maximised but it does
not state that there should be total base contact i.e. the maximum can only be the
maximum possible and 1 model in base contact could also be a maximum).
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Deflecting charges and blocking chargers


This has been used in previous chapters. I shall now take it a few steps further.

Units (B) and (S) have been positioned to deflect the charges of (E1) and (E2)
away from the centre.
(B) and (S) could be expendable units or fast moving units that could outrun the
enemy. By deflecting the charges of (E1) and (E2), (A) can now move unchallenged into
the central area
The next diagram shows how a charge can be blocked and deflected at the
same time

Unit (S) is spread out across (E3) and (E1)s frontal zone. (E3) is prevented
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from charging (A) even though it is within charge range. It is not worthwhile for (E3) or
(E1) to charge (S) as it has a low victory point value.
(A) and (B) have moved into charging position and threatens a double charge on
(E3) who is facing imminent annihilation. Note there is a correct order of charge
declaration which forces (S) to hold. Try to evaluate this correct order and what should
(A) and (B) do consequently, before reading further.
(E1) declares a charge against (S) which cannot flee as (E3) can then declare a
charge against (A). To prevent this (A) must make sure it is out of (E3)s charge
range/arc or (S) has to hold.

Sheltered fleeing
I have coined this term to describe situations where the fleeing unit moves past
a sheltering unit and is therefore not caught.

(F) a sacrificial unit positions itself in front of E1 and E3. The combat unit (A)
positions itself just behind (F), ideally 2 from it but slightly longer distances should
also work.
A1 A4 represents different positions of (A). (A)s position is such that any low
dice roll for fleeing will take (F) into it. (F) therefore has to be placed 1 beyond (A)
and hence escapes being caught. Sometimes the sheltered unit has no effect because the
dice roll might be big enough to take (F) well beyond (A) but in all cases the fleeing
unit ends up behind the sheltering unit.
(F) lives to lure again. If it is a Fast Cavalry unit, then it will automatically reform
in its next turn to cause further nuisance to the enemy.
The chargers could redirect into the sheltering unit (A) o r could end up being
flanked-charged. What happens could be controlled by the correct positioning of (A).
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There are 4 possible positions for (A), labelled (A1), (A2), (A3) and (A4). Each
position is chosen to produce a different desired effect.
Position (A1): This is simply the Safe Zone mentioned in previous sections. In
this case, it does not matter which enemy unit declares a charge against (F), A1 will
charge that unit or accept a re-directed charge against it.
Position (A2): A re-direct is possible here as well but there might be no space
for E1 and a re-directed charge by E3 will be clipped. If the former is desired, then (A)
will have to be placed at a distance to E1 slightly smaller than the depth of unit E1.
Positions A3 and A4: The sheltered flee occurs for only one declared charge.
In the case of A3, both charges cannot be re-directed into (A) and (A) threatens a flank
charge on (E1). For (A4), E1s charge will fail and stop 1 behind E3 while E3s
charge will be clipped. You should be able to work out why yourself.

Fast Cavalry lure

Fast Cavalry have been used quite extensively in this chapter. When used as a
lure, Fast Cavalry benefits from being able to rally after fleeing from a charge.
The Fast Cavalry unit is arranged in a long line in a single rank usually. This
enables the unit to block 3 or 4 units at the same time. Units (E3) and (E4) are blocked
frontally while the flank of the Fast cavalry unit is used to block (E2). Note the lines
joining the centre of the enemy unit to the centre of the Fast cavalry unit. These are
drawn in red on the diagram. The Safe Zone will be an area within the most vertical of
these lines. This is where the unit that is sheltered from charges will have to move into
unit (A) in this case.
2 strong units could be positioned on either side to create a flank charge. If this is
the desired objective, then make sure that the fleeing Fast Cavalry unit does not cause
Panic or enable a redirect into these units, by checking the fleeing path. After the FC
flees and rallies, it can reform into a narrower frontage to make it easier to escape
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pursuits and overruns.

Blocking and Preventing charges


Position of the Blocking Unit
A blocking unit prevents an enemy unit from charging one of your units. A
Sacrificial unit is normally the blocking unit. It blocks the enemy unit and enables units
behind it to move, charge or place themselves in better positions. There are various
ways the Sacrificial/blocking unit can orientate itself or change its exact position to
produce different required effects. These positions will be dealt with last. I shall first
look at the region of overlap which is the important area that enables the block.

The diagram on the left above shows the inefficient way of blocking charges.
Blocking unit (B) only partially covers the area the enemy unit can charge. (B) does not
threaten anything and shelters only 1 unit C. E1 can charge units to the left of B into
units in the square shaded area e.g. unit (A).
The diagram on the right shows the correct position of the blocking unit. It is 1
from E1, the unit it is blocking, and has minimised its region of overlap. (B) has
successfully:
1) Prevented E1 from charging any unit except B details explained later
2) Threatened to charge units beyond E1. E2 in this case is being threatened by (B).
Now let us look more closely at the region of overlap. This is the region
where the 2 units (the blocking and the blocked unit) frontage directly face each other.
The diagram shows the important arcs and areas that should be studied before
attempting to block enemy charges. The blocking unit (B) is placed with its left corner
just inside of (E1)s wheeling arc. It is still within E1s frontal arc as shown by the red
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dotted line through E1.


The thick purple line shows E1s wheeling arc and (B) is placed within this arc.

(E1) can only charge if it wheels anticlockwise more on this later. Only units
placed in the square shaded area can be charged plus of course the blocking unit.
Simply do not move any units into the square shaded area and you have successfully
blocked the enemy unit, E1.
Notice that (B) has orientated itself so that its wheeling arc is clear of (E1). It
can move towards E2.
(B) can charge (E2) while it prevents (E1) from charging anything else but
itself!
This adds another dimension to the block. The blocking unit cannot be ignored
and has to be dealt with. It is drawing enemy units to itself and taking them away from
units like (A).
I have placed (B) slightly further to the left than necessary and by doing so I have
also prevented (E1) from moving past (B) i.e. a side step to the right will not be good
enough to enable (E1) to move past (B). It is only necessary to place (B) just within the
purple arc to block charges. If it is slightly outside, E1 will be able to move or charge
past as shown in the diagram below.
(B) in the next diagram has positioned itself too far to the right. E1 can now
wheel past it and move to Bs flank or threaten to charge units in Bs left flank.
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Notice E1 is a narrower unit. The width of E1 determines the ease in making this
manoeuvre successful. It should not be too narrow or too wide. If E1 is very wide, then
it will be harder to make sure that it lies in (B)s frontal arc. (B) will then have to be
moved further to the left. If (E1) is too narrow, it will be harder for (B) to wheel past it
while keeping it in its frontal arc. A maths comment which you can ignore.
{The

initial geometry for the wheeling arcs is quite basic, involving perpendicular bisectors and

isosceles triangles but the final exact position and orientation involves some complex trigonometry. I shall not
bother you with the details}

The sequence and checks to establish the correct position of (B) is:
1) Measure the minimum 1 distance from the enemy unit you wish to block, choosing a
corner (Q) according to what you would like to achieve (more on this below)
2) Frontal arc:
Place the movement tray slightly to the left or right of this corner, making sure it is
within the wheeling arc of the enemy unit, E1. Orientate the tray so that E1 is always in
the frontal arc. Most players use a piece of paper folded in half to get the 45 degrees
needed for this.
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3) Blocking line:
Rotate the movement tray so it can move/wheel past corner (Q). The frontal arc will
change as you do this, so you will have to repeat step (2). Shift the tray further to the left
or right if necessary i.e. Steps 2 and 3 will have to be done repeatedly until you have
got the right position and orientation.
Now I shall move on to the orientation of the blocking units.
The blocking unit is always rotated to draw the charge away from a certain area
or unit.

The diagram on the left side of the board shows the 2 ways in which the blocking
unit draws the chargers to the left by orientating itself with a clockwise rotation. The
diagram on the right shows 2 ways in which the chargers are forced to the right by an
anticlockwise rotation.
It may seem that B2 and B3 have been placed in the wrong positions but this is not
so. B2 intends to draw E2 to the left and close enough to (A) when it breaks and pursues
B2. A2 can then flank charge E2 when this happens. For B3, E3s alignment when in the
Move chargers sub phase will point E3 towards the right. N.B. E3 wheels
anticlockwise and then aligns itself with a clockwise wheel. This is shown in the next
diagram.

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E1 should wheel anticlockwise and not clockwise. The anticlockwise wheel


seems counter intuitive but is the correct wheel. Some beginners are not aware of this
and may have to be reminded. Notice the anticlockwise wheel has shifted E1 further to
the right of the board. You have to be aware of this when working out the fleeing and
pursuit lines.
Position and rotate the blocking unit according to what you want to block, what
you want to threaten with the blocking unit and where you expect the enemy chargers to
end up in your next turn.
During the charge move, the charger should wheel so that it maximises models.
This wheel unfortunately shifts the charger closer to the sheltered area i.e. the
sheltered area and the Safe Zone could actually become smaller depending on how the
enemy unit wheels and aligns itself as explained in the next section.

Safe Zone - revisited


T he Safe Zone is the region where other units can be placed safely while a
Sacrificial unit diverts or blocks an enemy unit. This region is determined by the fleeing
lines and overrun lines but the width (or half width) of the enemy unit also affects this
region. The safe region could shift depending on how the enemy unit maximises itself
because its width/front will shift slightly.
The diagram below shows unit E1 being blocked by (B). It is a mistake to think
that the left border of the Safe Zone is the line PQ. The actual Safe Zone is smaller than
this.

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The next diagram shows the 2 possible positions after E1 charges. It aligns itself
differently but has maximised base contact correctly. E1 would choose to maximise in
the way shown on the left diagram if it wishes to overrun into (A) while the diagram on
the right shows E1 maximising to overrun into (C).

The correct left border of the Safe Zone is the line RS and not PQ. (D) is the only
unit in the Safe Zone whilst (A) and (C) are incorrectly placed.
The example above shows that the half-width of the blocked unit has to be made 1
model wider than it actually is when determining lines of pursuit and overrun (or width
= 2 models wider).

Common block Preventing a wheel

To recapitulate the well-known basic way of blocking: (S), a sacrificial unit


positions itself so that its right edge just overlaps with (E1). (E1) cannot charge (A)
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because it is blocked by (S).


The distance of (A) from E1 will have to be more than that of (S) from E1 so
that a charge straight ahead is prevented. The position of (A) must be far enough to the
right to prevent a clockwise wheel and a straight move by E1 from reaching (A). Note
that (S) prevents an anticlockwise wheel but not a clockwise wheel.
I will assume you would have noted these basics in the more complex blocking
techniques coming up next as I shall be incorporating them without mentioning them.

Blocking the Wheeling Arc by 1

Page 14 of the main rule book states that a wheel has its centre at one of the 2
front corners.
In the left diagram, (S) is positioned exactly 1 from the right corner of E1. E1 is
then unable to wheel anticlockwise as that will bring it within 1 of (S). E1 cannot
march past (A) and will have to charge (S) which might mean exposing its flank or rear
to (A). If E1 does not want to charge (S) or (A) then it can only advance a short distance
before it has to stop 1 from (A) or retreat straight back until it is more than 1 clear of
(S).
In the diagram on the right (A) has positioned itself in E1s flank. Although has
LOS to (A), itcannot charge because the wheel needed would bring E1 into contact
with (S). E1 faces a flank charge a turn later. It can only retreat and hope that the move
takes (A) away from the flank. The adjustments in this case are the same for (S) but (A)
has to be orientated and positioned at certain angles. The exact angle is explained in the
4 unit prison below. The depth of E1 must also be greater than 1 for this to work.
There are similarities in the above manoeuvre with some of the others 4 unit
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Prison, 1 trap and Wide unit versus the Long unit which now follow.

Wide unit versus the long unit


This is a neat manoeuvre which will stun your opponent if he has never
experienced it. Any unit which has fewer ranks or is not deep can actually prevent the
long (deeper) unit from charging it. This is easier to accomplish with a horde unit as the
wide unit and a chariot or knights in a Lance formation as the long unit.
In the diagram below, unit (A) moves towards (E1) so that (E1) is still in (A)s
frontal zone. There is more of (E1) in (A)s frontal zone than there is in (A)s flank
zone. By the rules (E1) is in (A)s frontal zone.

(A) has moved slightly past (E1) as shown above. It is now impossible for
(E1) to charge (A). It has to move backwards to reach (A)s frontal zone. (A) however,
threatens to charge (E1)s flank.
(A) can charge (E1) but (E1) cannot charge (A)!
With the right adjustment (E1) could also be prevented from a Swift reform.
(see Preventing Combat reform below). It can then only move forwards, backwards
or sideways. Sideways or backwards will not be far enough to prevent (A) from
charging. Therefore (E1) will try to march forward and if it does so, it cannot threaten
to charge (E1)
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A wide unit is actually not even needed. Some Maths again!


{ L = depth of the unit or length of all the ranks; W= width of the unit; Then for this manoeuvre to work
L > W+2; if both units frontage are parallel. If L is less than this then some rotation is required to cause the
frontal arc to cover more of the unit the move is used against}

The diagram on the left above shows the exact requirements for (A) and (E1)
for this manoeuvre to succeed. In this case (E1) is longer rankwise than it is wide.
(A)s frontage can then be parallel to (E1)s.
The critical line is the thick blue line passing through E1. This line demarcates
the majority of models in (E1). The majority of models must be in (A)s frontal arc.
If (E1) is a square or wide unit, then (A) has to wheel anticlockwise until the
left edge of its arc of sight corresponds to the blue line. This is shown in the diagram on
the right. Note that (A) must always be slightly past E1 otherwise E1 might be able to
make a huge 90 degree wheel and make contact with A s left corner. In an actual battle
place a movement tray just over 1 from (E1)s left flank and slightly past its front.
Rotate it until the majority of models correspond to the blue line. Then check to see
whether your unit has sufficient movement to reach this position.

The 4 unit Prison


Consider a Keeper, Steam Tank or Warsphinx versus 4 units of Warhounds.
Who would win? Obviously the Keeper/Warsphinx/Steam Tank but this is not true all
the time! The Warhounds would normally run away but incredible as it may seem, if the
Keeper/Warsphinx/Steam Tank is not careful it could be trapped by the 4 units of
Warhounds.
Any four units which are manoeuvrable could pull of this trap but the best units
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for this task should have a high M value and be able to reform easily as they move.
Skirmishers could do the job but Fast Cavalry or Flyers are even better.
The prison could also be used against other very strong units. In fact it would
be easier to imprison the Chosen which is M4 or elite troops of similar movement
using M8/M7 units.
The diagram on the left shows the initial position while that on the right shows
the final positions of the 4 units.

Starting with the left diagram: E1, a strong unit marches straight up towards
(A) or (C). The other units are either out of charge range or pose no threat to E1 even if
it is flank charged.
Units (A), (B) and (C) move up to the positions shown, assuming they pass
their Enemy Sighted tests if they are too close. (A), (B) and (C) are exactly 1 away and
prevent E1 from moving left, right or backwards.
(D) moves to the front to prevent E1 from moving forwards and charging. E1
cannot move forward because of the 1 rule.
The prevention of a charge by E1 is a little more complicated. (D) is placed in
E1s right flank with Ds top right corner exactly 1 from E1s closest corner. I have
isolated E1 and D and redrawn their positions below for clarity.

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Looking at the left diagram first: Since E1 is in Ds frontal arc, it must charge Ds
front. To do this E1 has to wheel about its bottom left corner (X) until the line
perpendicular to its front, drawn from X just touches (D). This is shown as a dashed red
line. As E1 wheels, notice the diagonally opposite corner (Y) moves to the right. At
some stage, the horizontal distance that Y moves will exceed 1. This is when it touches
the unit on the far right - (A), on the previous diagrams. That is when the charge fails.
The diagram on the right shows what happens if (D) shifts more to the left. The
wheeling angle needed is even greater.
If youre not conversant or comfortable with mathematics, ignore the next
paragraph.
[When a = q , where q is the angle that E1 has to rotate before its top corner moves 1 and tanb = depth of
E1/width of E1 i.e. b is thediagonal angle)
Then tan [q /2] = [A-(A2 C2 2C)]/(C+2) where A = tanb; C = 1/(cosb X length of diagonal of E1). This will
always create a 1 horizontal displacement provided E1 has a minimum length or width >2.41.
Another way of looking at it:
The maximum horizontal displacement occurs when the diagonal of rectangle E1 lies on the horizontal i.e.
the maximum displacement is the length of the diagonal E1 minus the width (length of 1 row) of E1. This will always
be greater than 1 provided the square root of the sum of the squares (Pythagoras) of the unit/models dimensions is
greater than 1. This is true for all base sizes>2.41 i.e. true for most unit sizes.
For a square 20cm wide E1, the minimum angle q is 18 degrees.]

In an actual battle, note the distance E1 has to wheel until it just makes contact
with a unit. Measure the angle of the wheel E1 makes, when this happens. Place unit D
so that the 2 closest corners of the units are at an angle and 1 away from each other.
How far to the side or into the flank zone is crucial because Ds frontal arc must cover
more than half of E1. This positioning together with the orientation angle explained
below must fulfil that criterion.
Orientate D at just over the wheeling angle of E1 you have measured.
For flying units or flying Monsters, it is not certain how the rules work. An
agreement is needed between you and your opponent on how the 1 rule applies for
flyers. I personally feel the 1 rule applies to flyers only when they land and not when
they take off and therefore the 1 rule cannot be used against them.
Note as well, that a reform by E1 is impossible if it has no incomplete ranks. If
there is an incomplete rank, a reform is possible.

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The Swift reform above has changed E1s facing and moved the incomplete
rank upwards. The distance between D and E1 is much greater than 1. E1 can now
Move Sideways i.e. downwards. Its front now faces C and threatens a charge. It still
cannot charge in this turn because the Swift Reform is done in the Remaining Moves
phase.
(D) has to move and cover the right flank of E1. (B) has to move closer while (C)
has the task of blocking the charge in the same way as (D) originally.
Instead of 4 units, 3 units could perform this manoeuvre and use the board edge
as the fourth unit. Using the same units as above, E1 the target unit has either charged or
pursued a unit off the board. It stops 1 from the board edge. The 3 blocking units then
arrange themselves as units A, B and C above. The board edge acts as unit D.
Imprisoned again!
This manoeuvre shows the importance of having cheap manoeuvrable units.
Imagine 4 blocks of Chaos Warriors and Chosen stopped dead in their tracks by 16 units
of Dark Riders or Glade Riders who then will pepper them with shooting.

Reforming Block
These manoeuvres incorporate the reforming abilities of some units e.g. Fast
cavalry and Skirmishers. The first form is similar to blocking charges mentioned above.
There are more enemy units and some form of tactical manoeuvre is desperately needed
to prevent a rout.

The Fast Cavalry or Skirmisher unit moves up to the 3 units and reforms into a
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long column. For a unit of Fast cavalry, this will be 10 wide while skirmishers will be
9 wide. This should be sufficient to block 3 units. The unit under threat (A) can now
safely manoeuvre to face the unit of its choice (E3) in this case.
The second way in which this can be done preserves the Fast Cavalry or
Skirmisher unit.

Unit (F) moves between E2 and E3 and reforms so that it is as close as


possible to being 1 from both units. (A) then moves to the other side and faces its
chosen adversary E1. E2 cannot charge because the wheel required would bring it into
contact with (F). To prepare for future charges, both E2 and E3 have to move straight
ahead until their rear models are clear of (F).

Combining Sheltered Fleeing and the Blocked


Charge
If you have correctly understood the Sheltered Fleeing and Blocked charges
sections, you should be able to work this out yourself. Try it first before you read on. It
occurs when enemy units are staggered and do not share a straight or common front line.

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The first step is to use elementary geometry to work out whether you can pull of
this manoeuvre. Measure half the width of unit E1. (I shall call this (w) ). Use the
measuring tape to estimate various lines of pursuit for E1, if S1 is placed somewhere in
the red region. This is shown as the white dashed lines in the left diagram. For each of
these white lines measure the perpendicular distance from corner X to this line. I have
done this for the middle white line and labelled it as XY. Measure the distance XY and
compare it with (w).
Three conditions are needed for this manoeuvre to succeed:
i) XY must be smaller than half of the width of E1 (w)
ii) S1 must somehow fit in the coloured red region so that its centre lies on the white
line and it has to be >1 from all units.
iii) The charging unit (E1) cannot redirect into the unit in combat (A) i.e. E1 is in
(A)s frontal arc or is too far away.
To achieve the second condition (ii), place S1 with its centre on the chosen
pursuit path and rotate until the distance between itself and other units is maximised. If
in doing so, S1 cannot be 1 from neighbouring units, then the manoeuvre cannot be
done.
For the third condition to be met, (A) has to check whether E1 is in its frontal
arc when it is in base contact. Some Maths follows:
(Assuming both the fronts of E1 and (A) are parallel, L is the length of E1 and W its width, then the SUM
of the vertical distance and horizontal distance of the corner of (A) from the closest corner of E1 must be Greater than
half of L minus W)

There is a certain amount of leeway for this.


To ensure that E1 cannot charge its front (A) has to make sure that none of its front
juts out. (A) could do this by wheeling a certain amount and then Closing the Door
with its top right corner as far to the right as maximisation of models in base contact
will allow.
The next diagram shows the final positions of the units.

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(A) has charged E2. S1 has moved into the position shown. S1 blocks a flank
charge by E1 against (A). E1 declares a charge, but cannot redirect into (A) because it
is in (A)s frontal arc. S1 flees! E1s failed charge path takes its corner Y into E2 and
it has to stop.
I have chosen corners X and Y to illustrate the extreme positions when this
happens. Y needs to only make contact with the side of E2 to prevent it redirecting into
(A). So long as corner Y comes into contact with any point on the side of E2, the
redirect into (A) will be prevented.
Furthermore E1 will probably be touching E2, possibly preventing E2 from a
combat reform and definitely preventing E1 from charging in the next turn since it has to
move backwards first and get clear of E2.

Using Swift Reform to move closer to (weak) units


This is similar to Swift Reform against the Gun-line in the Shooting Chapter.
A quick check on the diagrams in that section and Im sure you will be able to work it
out yourself. A large elite unit or even a Deathstar could use this manoeuvre to good
effect and move 3 times its M value.
It could also be used to launch Goblin Fanatics faster than by marching.

Preventing combat reform


As mentioned above certain ultra strong units can only be successfully engaged
in combat with a rear or flank charge. The advantage gained however is negated after
the first round of combat when the ultra strong unit reforms to face the unit frontally.
In some situations this can be prevented using the 1 rule. Remember, the rules
for a reform do not specifically state how each model has to move, so it is the final
position after the reform that has to conform with the 1 rule.
In the diagram below, after (A) flank charges enemy unit (E2), unit (B) is
moved to the rear (or front).
Unit (E) cannot reform and end up more than the required 1 from unit (B). It
cannot of course reform to a 4 wide formation because it will lose base contact and 2
attacks, 1 from the front and 1 supporting attack plus its rank bonus. It also cannot shift
to the right since combat reform follows the rules for normal reforms and the unit centre
cannot be moved. Even if this is disputed, and a forward shift of the centre is allowed
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(enabling non square units to combat reform), a left or right shift would be a definite
rule violation.

Note that unit (B) needs to be over 1 from the first fighting rank of the enemy
unit. Being 1 from a rear rank does not work sometimes because (E) could reform with
full ranks as shown below.

The troops in base contact have to remain in base contact while the others
rearrange themselves. Therefore (B) has to position itself 1 from the fighting rank
the 1st rank, to prevent combat reform.
There are other circumstances where you cannot prevent a combat reform using
this trick. Having read this far, I am sure you will be able to sort out these
circumstances.
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Disrupting the Enemy Front Line


An enemy front line is ideally straight (ish). This enables all the units to have
LOS to enemy units in front of them and therefore the correct unit can be chosen to
charge. Most deployed combat units start abreast of each other with the Minimum gap
(explained in Some Basics) between units. This formation of enemy units is a solid front
which has to be forcibly changed to set up some of the manoeuvres above.

The diagram above shows the normal way to move other units after a charge.
E2 and E3 move to cover E1s flanks. This is the desired outcome if you wish for a 1 on
1 combat in future rounds. E1 has charged (A) and of course should win combat
otherwise it would not have charged! E2 and E3 delay any participation by (A)s 2
companion units in the present combat by adequately covering E1s flanks. The solid
battle front of the E units gains Space (remember that important principle?) and reduces
enemy manoeuvrability.
Some of the manoeuvres mentioned above, however, require one or 2 enemy units
to be further behind or displaced to one side. The enemy battle line has to be broken up!
If the enemy frontline is broken up, it becomes susceptible to incursions to its rear
or flank by fast moving units.
The first way of doing this is illustrated below

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The left diagram shows units (A) and (B) outnumbered by 3 enemy units. (B) does
not want a double charge by E3 and E4 but can hold against a double charge by E2 and
E3. (B) Swift Reforms and becomes wider and moves up to cover all 3 charges while
(A) marches up and covers (B)s flank.
E3 charges (B) rather than be charged in the next round. E4 however cannot as
(A) blocks its charge path. It could charge (A) but face the likelihood of all 3 units
being scattered after combat ends. E2 the weaker unit cannot march and has to Move
Sideways. At the end of that movement phase, the frontline of the E units have been
broken up and it is possible then for a fast mobile unit (shown in dark blue) to infiltrate
behind them.
The second way of breaking up the enemy front line is using diversionary units
explained in Diverting charges in Some Basics.

The diversionary units will break up the enemy frontline is either or both of
them are charged.
In the last version below a single Sacrificial unit if used to break up the enemy
frontline of 3 units.

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(A) shuffles into the Safe Zone and a charge by any one of the E units will
block the path of the other 2. If the E units chose to remain where they are, they would
lose the advantage of having more units in the battle zone. Reinforcements will move
into the areas shown by the big arrows. When (E)s frontline is broken up by a unit
charging S1, other units can move into these same areas (shown by the big arrows) and
pose a serious threat to the flanks or rear of the E units.

Layered MSU defence


MSU armies are a rarity in 8th ed but if you use several Sacrificials or some of
your units have been heavily depleted, then this is a technique which will delay your
units from being wiped out completely. Only high Ld units can be used for this because
fleeing units have to rally immediately.

Units (A) and (B) have been reduced to small sizes while (C) faces the threat
of 2 units E1 and E2. C1 is able to defeat E1 in combat but is too weak to face E2 as
well.
(A) and (B) move towards E2 to divert it away. (A) is placed as close as
possible while (B) is further behind. Ideally E2 should not be able to redirect into (B)
as it is too far behind but if this is not possible, then (B) should be allowed to hold and
break without allowing an overrun into (A).
When (B) breaks from combat and it is not caught, (A) will then move to divert
or block (E2) from charging (C). If (B) is caught (E2) would have moved quite a bit and
would be more easily blocked by (A). As usual the pursuit lines must be planned such
that (E2) is taken away from the combat involving (C) and (E1).
4 turns would have elapsed, giving (C) sufficient time to win combat. Both (A)
and (B) would have been destroyed but at least (C) would have a chance of winning and
compensating for their loss.

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Double Lures
As the name suggests 2 lures are used here. The lures could be Sacrificials but
units with high Ld could also be used. The lures usually escape unharmed in this
manoeuvre and can then be used elsewhere to divert, block or maybe create another
double lure.
(A) and (B) are the 2 lures in the diagram below.

(A) is the first lure. It is positioned so that it blocks any direct charges to (B)
and (C). E2 either has to declare a charge against (A) or move out of this position with
the prospect that the same double lure might be used again.
(B)s position needs careful adjustment. It has to be placed behind (A) so that
E2 cannot reach (A) when it flees. At the same time (B) must block a redirected charge
by E2 on (C) after (A) flees. The dotted purple line is the critical line that prevents this
from happening. (B)s flight line must also overlap (C) so that it escapes i.e. both (A)
and (B) have used Sheltered Fleeing.
(E2) could accept a Failed charge and stop 1 from (B) an unlikely outcome
since it will have achieved nothing and could possibly expose its flank to (B). (E2)
will most probably redirect into (B). (B) then flees and since E2 can redirect only once
(E2) must stop 1 away from (C)
E2s charge attempt is guaranteed to be a Failed charge by the Double lure!
By setting the lines of flight correctly as described in the previous sections, a
flank charge would have been set up for (C).
This is the likely position after (B) flees.
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(C) is only just in (E2)s flank arc. In an actual battle, the left flank of (C)
should have been secured and Anchored. Once (C) has won the battle against E2, it
should be able to sweep to the right and engage other enemy units.
If (A) and (B) are Fast Cavalry units they would rally in the next turn and move
to cover the right flank or assist other units in this region or the whole double lure could
be set up again. In fact the double lure offers a way of drawing an enemy unit away from
combat throughout the battle. The only way of overcoming this double lure is for a
second charge declaration on the fleeing unit. I am sure you can sort out the details
yourself by now.

Minimising attacks
Forced clipping could also be used to minimise attacks on one unit in a
multiple charge. These could be attacks by the charged unit or the charger.

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There are two variations shown in the diagram above. In both of them, the
faster unit (and the unit that wishes to avoid as many attacks as possible), starts at a
position which is slightly behind the stronger unit.
(Ch), the chariot unit is behind (E1), the stronger infantry unit.
(C) the Fast Cavalry unit is also positioned behind a stronger infantry unit (B).
Both (C) and (Ch) can just about make contact with the unit they are charging.
Therefore they are unable to maximise models in base contact with them when they
wheel during the charge move. Clipping cannot be avoided.
The necessary clipped charge of (C) and (Ch) enables more models of (B) and
(E1) to maximise base contact and have more attacks.
Notice that once again a powerful character has been positioned in the corner
of (B) to guarantee that he will be in combat.
The chariot units (Ch) main function in this case is to inflict impact hits and
use the extra dice for pursuit if the enemy unit breaks.
The cavalry unit (C)
similarly grants an extra dice for pursuit against (E2).

Combat decisions
1) Challenges with Mounts
If the mounted character is almost certain that he will win combat, then it is very
likely that he will have a higher Initiative than his mount. Since he will strike first, he
will probably slay the challenger. All the mounts attacks will then be wasted pg 103
of the main rule book. Therefore if you are facing a character on a mount in a unit then it
is better to accept or issue a challenge with a champion especially if the mount has
multiple attacks. On the other hand if you are a character on a mount, it might be better
sometimes, not to issue challenges. Example: Against a dragon always challenge with a
champion dragons attacks are wasted.
If the unit consists of only a character on a mount, then the character must first
assess the rate of depletion against him. If it is too high then he is better off in issuing a
challenge.
2) Horde and Combat reforms:
The balance between maintaining a horde formation or having more ranks to be
Steadfast simply depends on the rates of slaying and depletion.
3) Combining units:
A S3T3 unit is charged, loses combat but holds from Steadfast. Ideally a 2nd unit
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can manoeuvre for a flank attack negating ranks gaining a total of +5 CR (+3CR from
negating ranks, +1 from charge and +1 from flank) i.e. a unit could charge the flank even
though its rate of slaying is 4 less (5 less in the first turn) than its rate of depletion.
There will be an overall improvement in CR which might tip the balance against the
enemy.
If the Steadfast unit is losing combat by a large amount then it is still possible for
certain units to flank charge the enemy unit. An elite unit that will inflict a large number
of wounds could do this it inflicts lots of wounds, breaks from combat, rallies and
launches itself again to inflict more wounds.
This tactic fails with Undead units.

Tempt into a failed charge using terrain


The basic rule used here is that the line of fleeing is determined by the centre
of the charging unit to the centre of the fleeing unit.

There are not many opportunities for springing this trap as the enemy units have to be
positioned at certain places relative to difficult terrain.
The diagram shows an infantry unit (B) moving around some dangerous or
impassable terrain. It is now within charge distance of the chariot (Ch) and the cavalry
unit (C1).
(B) flees when (C) and (Ch) declare charges. Without the impassable terrain,
(B) would have been easily caught by (C1). However the impassable terrain causes
both Ch and C1 to stop while (B) flees past it. The result is a failed charge for C1 and
Ch.
If the terrain is merely Dangerous, then Ch and C1 will have to pass Dangerous
terrain tests.
There is one additional sting in the tail.
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If (C1) and (Ch) do not declare a charge against (B), then (B) will declare a
charge against one of them in the next round! A flank charge if they do not move.
(C1) and (Ch) could ignore (B) and turn to face it but unit (A) has been moved
to cover this possibility. (A) threatens another flank or rear charge

Multi-warhead formation
The main principle of this is multiple characters in a sheltering unit making
separate charges. It is commonly used to good effect in Vampire Count armies but could
also be used in Bretonnians, Goblins, Skav and Empire, in fact any army where there
are several combat or fighting characters.

The characters C1, C2 and C3 could have been in the unit, SU at the start of the
game or moved into it during the previous turn. SU then manoeuvres into position so that
C1, C2 and C3 are within charge range of their respective targets.
During the enemys turn, SU will be subjected to heavy shooting and must
withstand this without panicking, through a combination of good armour saves and large
size or ideally by being immune to psychology.
In their next turn, C2 charges the unit of archers, A1, while C3 charges another
unit A2. C1 has been positioned specially on the extreme left so that it could flank
charge the infantry unit I1. C1, C2 and C3 are expected to win combat and in one fell
swoop would have destroyed 3 units. All 3 characters will be exposed in the next
enemy turn, therefore the enemy units must be chosen carefully and there must be
sufficient support to prevent all or most of the characters from being destroyed in
subsequent rounds.
The choice of SU is simply a unit that can reach the required position without
panicking or being completely destroyed. It should not be a strong unit as a strong unit
would be better charging with fighting characters. A cheap sacrificial unit e.g. Dire
Wolves would be ideal. SU could simply act as a diversionary unit for the characters
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after they have charged and shelter them from being individually attacked after winning
combat and overrunning etc.
Another use of this unit is to prevent a frenzied unit with a character being
forced to charge a specific unit. The character in this case should be faster than the
frenzied unit it is in. When the character charges out of the unit it can reach other weak
enemy units without having to charge the obvious bait offered to the Frenzied unit

The enemy offers A1 as a bait for the Frenzied unit. C1 declares a charge on I1
while C2 declares a charge on A2 or A1. SU has not been lured into a charge since it
cannot declare a charge on. The lure and bait trap has been obviated.

Using Buildings for Combat Protection


I used this in a Dark Elves play-test of this book. Unit (B) has run out of units that
can assist it in combat against 3 strong enemy units

It moves to just a few inches of the building and faces to the left. (B)s rear is
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protected by the board edge while its right flank cannot be charged.
If (E1) enters the building, it cannot charge out of the building and will either
emerge from the side it came from or in front of (B) where it will be flanked charged.
The building therefore completely protects (B)s right flank.

Buildings and Combat Avoidance


A unit that moves out of a building can never be charged by a unit entering a
building. Furthermore only certain units can garrison a building. Cavalry, Monsters,
Chariots and Monstrous Cavalry cannot occupy a building even though they can assault
it. These rules form the basis for combat avoidance using buildings.
(B) is threatened by (E2) and moves to the other side of the building. From
position (1) to position (2).

If (E2) moves to (B)s position at (1), (B) then moves out of E2s charge arc by
moving to position (3). (B) more or less runs around the building always out of reach or
charge arc of (E2).
To catch a unit that tries this (E2) has to employ another unit to cover the far
side of the building.
If (E2) enters the building, (B) is still safe.

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(E2) could emerge from side S1. It cannot move when it emerges (pg 127 of the
main rule book). It will have to try to position itself so that it can charge (B) but in
doing so, its flank will be exposed to (B).
(B) then has 2 options it could move to side S2 after a Swift Reform or garrison
the building. Since (E2) is facing away from the building it will be unable to charge in
the next turn.
It can be seen that faced with this situation. (E2)s worse choice is to garrison the
building.

Fast Cavalry Dodge


Fast cavalry units are extremely mobile and when they face slow moving
enemy units, they could run rings around them, dodging any attempt to charge hence the
phrase I have coined above.
The diagram below shows (A), a slow moving (relatively) enemy unit, facing a
Fast Cavalry unit which has M8 movement. If the Fast Cavalry unit is close enough it
will be able to dodge any attempted charge by (A)
For a change, I have drawn the diagram as close as possible to a scale- diagram.

The importance distance the critical distance is drawn in purple.


Some Maths first ignore if you prefer:
{Geometry of critical distance
w = half-width of opposing unit
d = half-depth of Fast cavalry unit
C = critical distance
MC = Marching distance of Fast Cavalry unit
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C= [(MC +d)/2 w]
}

For the average M8 Fast Cavalry unit, the critical distance against a 5 wide unit
is 9.5 i.e. once the Fast Cavalry unit gets to within this distance it should be able to run
around (A) without any danger of being charged.
There are a few ways (A) can prevent this:
a) Using terrain or board edges
b) Using another unit to cover the FC unit
c) Make sure that the FC unit does not come within 9.5. This is quite easy since the
mean charge distance of M4 units is 11. (A) should declare a charge as soon as FC is
sighted within its charge arc and within 11.
d) The width of (A) also matters. If it is wider it will cover a larger area.
After (FC), in the diagram above has moved into the Safe Zone, (A) will move
to face it and threaten a charge. This could be achieved by a Swift Reform and move or
a march after passing a Ld test. Whichever (A) chooses, it cannot move to a distance of
more than 9.5 and still have FC in its charge arc. (FC) is therefore able to dodge
again in the next turn and in future turns.
Once (A) is subjected to a Fast Cavalry dodge, it should either ignore it
completely or hunt other units or use another unit to assist in trapping the dodgy Fast
Cavalry unit. Look at the diagram on the Minimum Gap section in the Some Basics
Chapter, to work out how this can be done.

Sacrificing charges to make space


Dead space has to be broken by the army sometimes.
A single sacrificial move might also be necessary to create space elsewhere. In
the diagram below, it is assumed that all units are fairly evenly matched in terms of
static CR and ability in combat.
Unit (A3) is on the verge of breaking. Army (E) has anticipated this and moved
units (E2) and (E4) aggressively. Army (A) faces the prospect of losing combat and
being overwhelmed in the centre.

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This could be followed by (E1) and (E2) swamping the left flank with superior
numbers. They could win that flank and later swing towards the centre destroying army
(A) completely. (E4) meanwhile holds threats from the other flank in check.
None of the units are within enemy charging distance so far. Without looking at
the next diagram see if you can find a way out of this quandary.
The next diagram shows how space could be created through careful placement
and reducing the obvious dangers above.

It shows how unit (A1) sacrifices itself to create space on the left for another
unit, (A2), which now threatens the centre. Notice how (A1) orientates itself so that the
double charge of (E1) and (E2) will progress away from the centre. (E1) and (E2) are
being channelled away from the main combat arena. Although unit (A1) will be
destroyed, it will take 2 units to remove it.
Space has been created in (A)s left flank. (A2) can now safely swing around
to the left and threaten the centre. It can flank charge (E3) if it breaks (A3) and pursues;
or it can simply create even more space by moving behind enemy lines, a very
dangerous manoeuvre for army (E).
Notice too that (A4) simply slips out of charge range of (E4) while still threatening (E3)
and guarding the right flank.
Without looking at the next diagram decide what you would now do if you are
playing army (E)
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The overall situation is army (A) now threatens to wrest the centre away and
then sweep right

The other units of army E now has to take this into account. (E1) and (E2) will
have to charge (A1) and hope for an immediate victory. This is better than charging with
only (E1) as (E2) still cannot manoeuvre past (A1). Charging with both units also
guarantees the maximum number of attacks.
Both (E1) and (E2) should pursue when (A1) breaks. This doubles the chance
of catching it and also enables both units to swing around behind army (A) in the latter
half of the game.
It is likely that unit (E4) will turn to face (A2). It should move as far towards
the centre as possible again to regain some of the space that (E3) has lost. It should
threaten (A4)s flank if (A4) charges (E3). At the same time it should not be within
(A4)s charge range. This move by (E4) is crucial to army (E) and has to be precise.
Unit (E3) will pursue when (A3) breaks and hope that it will somehow hold
against a flank (or rear charge!). Army (A) is dominating the central space at the
moment but it will be more evenly contested when (E1) and (E2) enters the fray.
Army (A) has averted disaster and gained the upper hand temporarily all
because (A2) has gained space through (A1)s sacrificial move. Gaining and using
space correctly as you can see is imperative.

The Stubborn Column


This formation can only be used under certain circumstances and with certain
units, the best being a standard Dreadlord in a Blackguard unit. I will deal with the
worst and un-recommended unit for this - Zombies

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Using Zombies
Chapter 1 categorically stated that Zombies are not good units for Vampires but
in this section I intend to show how they could be used to hold against any unit in some
situations. There is an extreme formation which assists Zombie survival. It is based on
the simple matter of making sure that the attacks against them are minimised.
First a few initial calculations using 9 rounds of combat and Chosen horde with
4 attacks at S6. Zombies have a depletion rate of 3.3 for 1 in base contact and 2 support
attacks. Against 1 Mournfang in base contact and 1 support attack, this figure is 5.7 (or
7.0 if Impact hits in the first round are included). Since there will be 2 Chosen or 2
Mournfang in base contact, then the depletion rate is 6.6 against Chosen or 11.4 against
Mournfang. Doubling this for crumbling and multiplying by 9 gives a maximum size of
118 against Chosen or 205 against Mournfang.
205 Zombies can therefore survive combat against any amount of Chosen or
Mournfang provided they arrange themselves in the formation shown below.

Why not then simply have many such units for an auto-draw? There are
insufficient points, there may be no space for the long column and flanks have to be
protected.
The diagram below shows how a similar VC list is deployed and then moves into
a fan-like army formation with columns of Zombies.

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The vampire in between the Zombie units is orientated to prevent any unit from
charging them or him (see Blocking and Preventing Charges above). The vampire can
also cast Invocation to restore lost Zombies.
This is just an extreme example of how attacks by enemy units with multiple
attacks like Ogres, Bloodknights, Dragon Princes, Chosen, Savage Orcs etc. can be
minimised. It will be ineffective against other types of units.

Using Dryads or Skirmishers


I am still not advocating choosing Zombies as Core but the formation above
can be used when your large Stubborn or Unbreakable unit has to hold against some
elite units. The narrow formation shown, loses rank bonuses - +3 max. Therefore when
facing elite units that slay at greater than +4 per round, adopting this narrow formation
enables them to hold for much longer.
This tactic should only be used if in doing so the rate of depletion is reduced by
more than 3.
In the example below, the Branchwraith with Annoyance of Netlings is in front of
a long line of Dryads

The Branchwraith issues a challenge in the hope that it will not slay the
acceptor of the challenge or be slain himself. No other attacks are possible except for
those in the challenge. The unit of Dryads remain Stubborn and will be able to hold as
long as the Branchwraith survives and the challenge does not end. If there is no
Branchwraith, the Dryads could still use this formation to reduce their rate of depletion
against multi- attack enemy units e.g. Ogres, Bloodknights, Dragon Princes,
Swordmasters, Chosen, Savage Orcs etc.

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Using Changeling/Horrors or Dreadlord/Blackguard


Another variation of this uses the Changeling at the top of a long line of
Horrors with a Tzeentch Herald behind him. The Changeling simply swaps whatever
stats are necessary to make sure he wounds the enemy model in base contact. The
Herald provides the Ward Save for added protection. The Horrors will lose combat
plus a loss of +3 for ranks but the overall CR might be lower than what it would have
been.
Yet another scenario: A Dreadlord at the front of a long column of Black
Guard. This is probably the scenario where this tactic is most effective as the
Dreadlord with the Pendant and 1+ AS, is practically impossible to kill. No Black
Guard will be slain and this Stubborn unit will hold against anything attacking its
single model front!
In all the scenarios above, it is assumed that the unit of Black Guard, Dryads or
Horrors have reformed before the charging round and there is no threat of future flank
charges.

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Appendix 1:

Rate of Slaying & Depletion


Toughness 3

Depleting Lower
WS
UNIT
S3
|
no save
0.25
6+W
0.208
6+AS
0.208
6+AS 6+W 0.173
5+W
0.167
5+AS
0.167
5+AS 6+W 0.139
5+AS 5+W 0.111
5+AS Regen
Or 4+W
4+W
or
Regen
4+AS
4+AS 6+W
3+AS
3+AS 6+W
3+AS 5+W

Higher
WS
S3

Lower
WS
S4

Higher
WS
S4

Lower
WS
S5

Higher
WS
S5

Lower
WS
S6

Higher
WS
S6

0.333
0.278
0.278
0.232
0.222
0.222
0.185
0.148

0.333
0.278
0.333
0.278
0.222
0.278
0.232
0.185

0.444
0.37
0.444
0.37
0.296
0.37
0.308
0.247

0.417
0.347
0.417
0.347
0.278
0.417
0.347
0.278

0.556
0.463
0.556
0.463
0.371
0.556
0.463
0.371

0.417
0.347
0.417
0.347
0.278
0.417
0.347
0.278

0.556
0.463
0.556
0.463
0.371
0.556
0.463
0.371

0.084 0.111 0.139 0.185 0.209 0.278 0.209 0.278


0.125
0.125
0.104
0.083
0.069
0.056

0.167
0.167
0.139
0.111
0.093
0.074

0.167
0.222
0.185
0.167
0.139
0.111

0.222
0.296
0.247
0.222
0.185
0.148

******ebook converter DEMO - www.ebook-converter.com*******

0.209
0.347
0.29
0.278
0.232
0.185

0.278
0.463
0.386
0.371
0.309
0.247

0.209
0.417
0.347
0.347
0.29
0.232

0.278
0.556
0.463
0.463
0.386
0.309

******Created by ebook converter - www.ebook-converter.com******

2+AS
2+ AS 5+W
1+AS

0.042 0.056 0.111 0.148 0.209 0.278 0.278 0.371


0.028 0.037 0.074 0.099 0.139 0.185 0.185 0.247
0.042 0.056 0.056 0.074 0.139 0.185 0.209 0.278

Depleting Lower
WS
UNIT
S3
Hatred
|
no save 0.375
6+W
0.312
6+AS
0.312
6+AS 6+W
0.26
5+W
0.251
5+AS
0.251
5+AS 6+W 0.209
5+AS Regen
Or 4+W
4+W
or
Regen
4+AS
4+AS 6+W
3+AS
3+AS 6+W
2+AS
2+ AS 5+W
1+AS

Higher
WS
S3
Hatred

Toughness 3
Lower Higher
WS
WS
S4
S4
H
H

Lower
WS
S5
H

Higher
WS
S5
H

Lower
WS
S6
H

Higher
WS
S6
H

0.444
0.371
0.371
0.309
0.296
0.296
0.247

0.5
0.417
0.5
0.417
0.333
0.417
0.348

0.626
0.522
0.626
0.522
0.417
0.626
0.522

0.741
0.617
0.741
0.617
0.495
0.741
0.617

0.626
0.522
0.626
0.522
0.417
0.626
0.522

0.741
0.617
0.741
0.617
0.495
0.741
0.617

0.592
0.493
0.592
0.493
0.395
0.493
0.411

0.126 0.148 0.209 0.247 0.314 0.371 0.314 0.371


0.188
0.188
0.156
0.125
0.104
0.063
0.042
0.063

0.223
0.223
0.185
0.148
0.124
0.075
0.049
0.075

0.251
0.333
0.278
0.251
0.209
0.167
0.111
0.084

0.296
0.395
0.329
0.296
0.247
0.197
0.132
0.099

0.314
0.522
0.435
0.417
0.348
0.314
0.209
0.209

0.371
0.617
0.515
0.495
0.412
0.371
0.247
0.247

0.314
0.626
0.522
0.522
0.435
0.417
0.278
0.314

0.371
0.741
0.617
0.617
0.515
0.495
0.329
0.371

Lower
WS
S3

Higher
WS
S3

Lower
WS
S4

Higher
WS
S4

Lower
WS
S5

Higher
WS
S5

Lower
WS
S6

Higher
WS
S6

Toughness 3

Depleting
UNIT

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

|
no save
6+W
6+AS
6+AS 6+W
5+W
5+AS
5+AS 6+W
5+AS Regen
Or 4+W
4+W
or
Regen
4+AS
4+AS 6+W
3+AS
3+AS 6+W
2+AS
2+ AS 5+W
1+AS

Poisn

Poisn

Poisn

Poisn

Poisn

Poisn

Poisn

Poisn

0.333
0.278
0.278
0.231
0.222
0.222
0.185

0.417
0.348
0.348
0.29
0.278
0.278
0.232

0.389
0.324
0.324
0.324
0.259
0.324
0.27

0.5
0.417
0.417
0.417
0.333
0.417
0.348

0.444
0.37
0.37
0.37
0.296
0.444
0.37

0.583
0.486
0.486
0.486
0.389
0.583
0.486

0.444
0.37
0.37
0.37
0.296
0.444
0.37

0.583
0.486
0.486
0.486
0.389
0.583
0.486

0.111 0.139 0.162 0.209 0.222 0.292 0.222 0.292


0.167
0.167
0.139
0.111
0.093
0.056
0.037
0.056

0.209
0.209
0.174
0.139
0.116
0.07
0.047
0.07

0.195
0.259
0.216
0.195
0.163
0.13
0.087
0.065

0.25
0.333
0.278
0.25
0.208
0.167
0.111
0.083

0.222
0.37
0.308
0.296
0.247
0.222
0.148
0.148

0.292
0.486
0.405
0.389
0.324
0.292
0.195
0.194

0.222
0.444
0.37
0.37
0.308
0.296
0.197
0.222

0.292
0.583
0.486
0.486
0.405
0.389
0.259
0.292

Higher
WS
S3
H&P

Lower
WS
S4
H&P

Higher
WS
S4
H&P

Lower
WS
S5
H&P

Higher
WS
S5
H&P

Lower
WS
S6
H&P

Higher
WS
S6
H&P

0.556
0.464
0.464
0.387
0.371

0.584
0.486
0.486
0.486
0.389

0.667
0.556
0.556
0.556
0.444

0.666
0.555
0.555
0.555
0.444

0.777
0.648
0.648
0.648
0.519

0.666
0.555
0.555
0.555
0.444

0.777
0.648
0.648
0.648
0.519

Toughness 3

Depleting Lower
WS
UNIT
S3
H&P
|
no save
0.5
6+W
0.417
6+AS
0.417
6+AS 6+W 0.347
5+W
0.333

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

5+AS
5+AS 6+W
5+AS Regen
Or 4+W
4+W
or
Regen
4+AS
4+AS 6+W
3+AS
3+AS 6+W
2+AS
2+ AS 5+W
1+AS

0.333 0.371 0.486 0.556 0.666 0.777 0.666 0.777


0.278 0.309 0.405 0.464 0.555 0.648 0.555 0.648
0.167 0.185 0.243 0.279 0.333 0.389 0.333 0.389
0.251
0.251
0.209
0.167
0.14
0.084
0.056
0.084

0.279
0.279
0.232
0.185
0.155
0.093
0.063
0.093

0.293
0.389
0.324
0.293
0.245
0.195
0.131
0.098

0.333
0.444
0.371
0.333
0.277
0.223
0.148
0.111

0.333
0.555
0.462
0.444
0.371
0.333
0.222
0.222

0.389
0.648
0.54
0.519
0.432
0.389
0.26
0.259

0.333
0.666
0.555
0.555
0.462
0.444
0.296
0.333

0.389
0.777
0.648
0.648
0.54
0.519
0.345
0.389

Higher
WS
S3
KB

Lower
WS
S4
KB

Higher
WS
S4
KB

Lower
WS
S5
KB

Higher
WS
S5
KB

Lower
WS
S6
KB

Higher
WS
S6
KB

0.333
0.278
0.296
0.247
0.222
0.259
0.216
0.13
0.167
0.222
0.185

0.333
0.278
0.333
0.278
0.222
0.292
0.243
0.146
0.167
0.25
0.208

0.44
0.367
0.44
0.367
0.293
0.389
0.324
0.195
0.22
0.333
0.278

0.417
0.348
0.417
0.348
0.278
0.417
0.348
0.209
0.209
0.361
0.301

0.556
0.463
0.556
0.463
0.371
0.556
0.463
0.278
0.278
0.481
0.401

0.417
0.348
0.417
0.348
0.278
0.417
0.348
0.209
0.209
0.417
0.348

0.556
0.463
0.556
0.463
0.371
0.556
0.463
0.278
0.278
0.556
0.463

Toughness 3

Depleting Lower
WS
UNIT
S3
KB
|
no save
0.25
6+W
0.208
6+AS
0.222
6+AS 6+W 0.185
5+W
0.167
5+AS
0.194
5+AS 6+W 0.162
5+AS 4+W 0.097
4+W
0.125
4+AS
0.167
4+AS 6+W 0.139

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

3+AS
3+AS 6+W
2+AS
2+ AS 5+W
2+AS 6+W
1+AS

0.139
0.116
0.111
0.074
0.093
0.111

0.185
0.154
0.148
0.099
0.123
0.148

0.208
0.173
0.167
0.111
0.139
0.125

0.278
0.232
0.222
0.148
0.185
0.167

0.306
0.255
0.25
0.167
0.208
0.194

0.407
0.339
0.333
0.222
0.278
0.259

0.361
0.301
0.306
0.204
0.255
0.25

0.481
0.401
0.407
0.271
0.339
0.333

Higher
WS
S3
KB+H

Lower
WS
S4
KB+H

Higher
WS
S4
KB+H

Lower
WS
S5
KB+H

Higher
WS
S5
KB+H

Lower
WS
S6
KB+H

Higher
WS
S6
KB+H

0.444
0.37
0.395
0.329
0.296
0.346
0.288
0.173
0.222
0.296
0.247
0.247
0.206
0.198
0.132
0.165
0.198

0.5
0.417
0.5
0.417
0.333
0.438
0.365
0.219
0.25
0.375
0.313
0.313
0.261
0.25
0.167
0.208
0.188

0.592
0.493
0.592
0.493
0.395
0.519
0.433
0.26
0.296
0.444
0.37
0.37
0.308
0.296
0.197
0.247
0.222

0.626
0.522
0.626
0.522
0.417
0.626
0.522
0.313
0.313
0.542
0.452
0.458
0.382
0.375
0.25
0.313
0.292

0.741
0.618
0.741
0.618
0.494
0.741
0.618
0.371
0.371
0.642
0.535
0.543
0.453
0.444
0.296
0.37
0.346

0.626
0.522
0.626
0.522
0.417
0.626
0.522
0.313
0.313
0.626
0.522
0.542
0.452
0.458
0.305
0.382
0.375

0.741
0.618
0.741
0.618
0.494
0.741
0.618
0.371
0.371
0.741
0.618
0.642
0.535
0.543
0.362
0.453
0.444

Toughness 3

Depleting Lower
WS
UNIT
S3
KB+H
|
no save 0.375
6+W
0.313
6+AS
0.333
6+AS 6+W 0.278
5+W
0.25
5+AS
0.292
5+AS 6+W 0.243
5+AS 4+W 0.146
4+W or
0.188
4+AS
0.25
4+AS 6+W 0.208
3+AS
0.208
3+AS 6+W 0.173
2+AS
0.167
2+ AS 5+W 0.111
2+AS 6+W 0.139
1+AS
0.167

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

Toughness 3 S2 or S3 Netted

Toughness 4 S2

Depleting Lower Higher Depleting Lower Higher


UNIT
WS
WS
UNIT
WS
WS
|
S2
S2
|
S2
S2
no save
6+W
6+AS
6+AS 6+W
5+W
5+AS
5+AS 6+W
5+AS Regen
Or 4+W
4+W or
Regen
4+AS
4+AS 6+W
3+AS
3+AS 6+W
2+AS
2+ AS 5+W
1+AS

no save
6+W

0.167
0.139
0.139
0.116
0.111
0.111
0.093

0.222 no save
0.185 6+W
0.185 6+AS
0.154 6+AS 6+W
0.148 5+W
0.148 5+AS
0.123 5+AS 6+W

0.056 0.074
0.084
0.084
0.07
0.056
0.047
0.028
0.019
0.028

0.111
0.111
0.093
0.074
0.062
0.037
0.025
0.037
S4
0.667
0.556

5+AS Regen
Or 4+W
4+W or
Regen
4+AS
4+AS 6+W
3+AS
3+AS 6+W
2+AS
2+ AS 5+W
1+AS

S5
0.833
0.694

******ebook converter DEMO - www.ebook-converter.com*******

0.083
0.069
0.069
0.058
0.055
0.055
0.046

0.111
0.093
0.093
0.078
0.074
0.074
0.062

0.028 0.037
0.042 0.056
0.042 0.056
0.035 0.047
0.028 0.037
0.023 0.031
0.014 0.019
0.009 0.013
0.014 0.019
S6
0.833
0.694

Stomp T3

******Created by ebook converter - www.ebook-converter.com******

6+AS
6+AS 6+W
5+W
5+AS
5+AS 6+W
5+AS Regen
Reg or 4+W
4+AS
4+AS 6+W
3+AS
3+AS 6+W
2+AS
2+ AS 5+W
1+AS
3+AS ; 5+W

0.667
0.556
0.445
0.556
0.463
0.278
0.334
0.445
0.371
0.334
0.278
0.222
0.148
0.111
0.223

0.833
0.694
0.555
0.833
0.694
0.417
0.417
0.694
0.578
0.555
0.463
0.417
0.278
0.278
0.37

0.833
0.694
0.555
0.833
0.694
0.417
0.417
0.833
0.694
0.694
0.578
0.555
0.37
0.417
0.463

S4
0.5
0.417
0.5
0.417
0.333
0.417
0.348
0.209
0.25
0.333

S5
0.667
0.556
0.667
0.556
0.445
0.667
0.556
0.334
0.334
0.556

S6
0.833
0.694
0.833
0.694
0.555
0.833
0.694
0.417
0.417
0.833

Stomp T4

no save
6+W
6+AS
6+AS 6+W
5+W
5+AS
5+AS 6+W
5+AS Regen
Reg or 4+W
4+AS

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

4+AS 6+W
3+AS
3+AS 6+W
2+AS
2+ AS 5+W
1+AS
3+AS ; 5+W

0.278
0.25
0.208
0.167
0.111
0.083
0.167

0.463
0.445
0.371
0.334
0.223
0.222
0.297

0.694
0.694
0.578
0.555
0.37
0.417
0.463

Toughness 4
Depleting Lower
WS
UNIT
S3
|
no save
0.17
6+W
0.139
6+AS
0.139
6+AS 6+W 0.116
6+AS 5+W 0.093
5+W
0.111
5+AS
0.111
5+AS 6+W 0.093
5+AS Regen
Or 4+W
4+W
or
Regen
4+AS
4+AS 5+W

Higher
WS
S3

Lower
WS
S4

Higher
WS
S4

Lower
WS
S5

Higher
WS
S5

Lower
WS
S6

Higher
WS
S6

0.22
0.185
0.185
0.154
0.1203
0.148
0.148
0.123

0.25
0.208
0.25
0.208
0.167
0.167
0.208
0.174

0.33
0.278
0.33
0.278
0.222
0.222
0.278
0.231

0.33
0.278
0.333
0.278
0.222
0.222
0.333
0.278

0.44
0.371
0.44
0.371
0.296
0.296
0.444
0.371

0.42
0.347
0.42
0.347
0.278
0.278
0.42
0.347

0.55
0.463
0.55
0.463
0.371
0.3704
0.55
0.463

0.056 0.074 0.104 0.139 0.167 0.222 0.209 0.275


0.083 0.111 0.125 0.167 0.167 0.222 0.208 0.278
0.083 0.111 0.167 0.222 0.278 0.371 0.42 0.55
0.056 0.074 0.111 0.148 0.185 0.247 0.280 0.37

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

4+AS 6+W
3+AS
3+AS 6+W
3+AS 5+W
2+AS
2+AS 6+W
2+ AS 5+W
2+ AS Regen
1+AS

0.069
0.056
0.047
0.037
0.028
0.023
0.019
0.014
0.028

Toughness 4
Depleting Lower
UNIT
WS
|
S3
+Hatred

no
save
6+W
6+AS
6+AS
6+W
5+W
5+AS

0.093
0.074
0.062
0.049
0.037
0.031
0.025
0.019
0.037

Higher
WS
S3
+H

0.139
0.125
0.104
0.083
0.083
0.069
0.055
0.041
0.042

Lower
WS
S4
+H

0.185
0.167
0.139
0.111
0.111
0.093
0.074
0.055
0.056

Higher
WS
S4
+H

0.232
0.222
0.185
0.148
0.167
0.139
0.111
0.084
0.111

Lower
WS
S5
+H

0.309
0.296
0.247
0.197
0.222
0.183
0.148
0.111
0.148

Higher
WS
S5
+H

0.347
0.347
0.289
0.231
0.278
0.231
0.185
0.139
0.208

Lower
WS
S6
+H

0.458
0.463
0.386
0.309
0.371
0.309
0.247
0.186
0.278

Higher
WS
S6
+H

0.251 0.296 0.375 0.444 0.5 0.592 0.626 0.741


0.209 0.247 0.312 0.371 0.417 0.493 0.522 0.617
0.209 0.247 0.375 0.444 0.5 0.592 0.626 0.741
0.174 0.205 0.312 0.371 0.417 0.493 0.522 0.617
0.167 0.197 0.251 0.296 0.333 0.395 0.417 0.495
0.167 0.197 0.312 0.371 0.5 0.592 0.626 0.741

5+AS
6+W
5+AS
Regen
Or 4+W
4+W or
Regen
4+AS

0.084 0.099 0.156 0.185 0.251 0.296 0.314 0.371

4+AS
6+W

0.105 0.124 0.209 0.247 0.348 0.411 0.522 0.617

0.14 0.164 0.26 0.309 0.417 0.493 0.522 0.617

0.126 0.148 0.188 0.223 0.251 0.296 0.314 0.371


0.126 0.148 0.251 0.296 0.417 0.493 0.626 0.741

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

3+AS

0.084 0.099 0.188 0.223 0.333 0.395 0.522 0.617

3+AS
6+W
2+AS

0.071 0.083 0.156 0.185 0.278 0.329 0.435 0.515


0.042 0.049 0.125 0.148 0.251 0.296 0.417 0.495

2+
AS
5+W
1+ AS

0.029 0.033 0.083 0.099 0.167 0.197 0.278 0.329


0.042 0.049 0.063 0.075 0.167 0.197 0.314 0.371

Toughness 4

Depleting Lower
WS
UNIT
S3
+Pois
|
no save 0.278
6+W
0.232
6+AS
0.232
6+AS 6+W 0.193
5+W
0.185
5+AS
0.185
5+AS 6+W 0.154
5+AS Regen
Or 4+W
4+W
or
Regen
4+AS
4+AS 6+W
3+AS
3+AS 6+W
2+AS
2+ AS 5+W
1+ AS

Higher
WS
S3
+P

Lower
WS
S4
+P

Higher
WS
S4
+P

Lower
WS
S5
+P

Higher
WS
S5
+P

Lower
WS
S6
+P

Higher
WS
S6
+P

0.333
0.278
0.278
0.231
0.222
0.222
0.185

0.333
0.278
0.278
0.278
0.222
0.278
0.232

0.417
0.348
0.348
0.348
0.278
0.348
0.29

0.389
0.324
0.324
0.324
0.259
0.389
0.324

0.5
0.417
0.417
0.417
0.333
0.5
0.417

0.444
0.37
0.37
0.37
0.296
0.444
0.37

0.583
0.486
0.486
0.486
0.389
0.583
0.486

0.093 0.111 0.139 0.174 0.195 0.25 0.222 0.292


0.139
0.139
0.116
0.093
0.078
0.046
0.031
0.046

0.167
0.167
0.139
0.111
0.093
0.056
0.037
0.056

0.167
0.222
0.185
0.167
0.139
0.111
0.074
0.056

0.209
0.278
0.232
0.209
0.174
0.139
0.093
0.07

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0.195
0.324
0.27
0.259
0.216
0.195
0.13
0.13

0.25
0.417
0.348
0.333
0.278
0.25
0.167
0.167

0.222
0.444
0.37
0.37
0.308
0.296
0.197
0.222

0.292
0.583
0.486
0.486
0.405
0.389
0.259
0.292

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Toughness 4

Depleting Lower
WS
UNIT
S3
H+P
|
no save 0.417
6+W
0.348
6+AS
0.348
6+AS 6+W
0.29
5+W
0.278
5+AS
0.278
5+AS 6+W 0.231
5+AS Regen
Or 4+W
4+W
or
Regen
4+AS
4+AS 6+W
3+AS
3+AS 6+W
2+AS
2+ AS 5+W
1+ AS

Higher
WS
S3
H+P

Lower
WS
S4
H+P

Higher
WS
S4
H+P

Lower
WS
S5
H+P

Higher
WS
S5
H+P

Lower
WS
S6
H+P

Higher
WS
S6
H+P

0.444
0.371
0.371
0.308
0.296
0.296
0.247

0.5
0.417
0.417
0.417
0.333
0.417
0.348

0.556
0.464
0.464
0.464
0.371
0.464
0.387

0.584
0.486
0.486
0.486
0.389
0.584
0.486

0.667
0.556
0.556
0.556
0.444
0.667
0.556

0.666
0.555
0.555
0.555
0.444
0.666
0.555

0.777
0.648
0.648
0.648
0.519
0.777
0.648

0.14 0.148 0.209 0.232 0.293 0.333 0.333 0.389


0.209
0.209
0.174
0.14
0.117
0.069
0.047
0.069

0.223
0.223
0.185
0.148
0.124
0.075
0.049
0.075

0.251
0.333
0.278
0.251
0.209
0.167
0.111
0.084

0.279
0.371
0.309
0.279
0.232
0.185
0.124
0.093

0.293
0.486
0.405
0.389
0.324
0.293
0.195
0.195

0.333
0.556
0.464
0.444
0.371
0.333
0.223
0.223

0.333
0.666
0.555
0.555
0.462
0.444
0.296
0.333

0.389
0.777
0.648
0.648
0.54
0.519
0.345
0.389

Toughness 4

Depleting Lower Higher Lower Higher Lower Higher Lower Higher


WS
WS
WS
WS
WS
WS
WS
WS
UNIT
S3
S3
S4
S4
S5
S5
S6
S6
+KB
+KB
+KB
+KB
+KB
+KB
+KB
+KB
|
no save 0.167 0.222 0.25 0.333 0.417 0.556 0.417 0.556
6+W
0.139 0.185 0.208 0.278 0.348 0.463 0.348 0.463
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6+AS
6+AS 6+W
5+W
5+AS
5+AS 6+W
5+AS 4+W
Regen 4+
4+W
4+AS
4+AS 6+W
3+AS
3+AS 6+W
2+AS
2+ AS 5+W
1+ AS

0.153
0.128
0.111
0.139
0.116
0.07
0.125
0.084
0.125
0.104
0.111
0.093
0.097
0.065
0.097

0.204
0.17
0.148
0.185
0.154
0.093
0.167
0.111
0.167
0.139
0.148
0.123
0.13
0.087
0.13

0.25
0.208
0.167
0.222
0.185
0.111
0.167
0.125
0.194
0.162
0.167
0.139
0.139
0.093
0.111

0.333
0.278
0.222
0.296
0.247
0.148
0.222
0.167
0.259
0.216
0.222
0.185
0.185
0.123
0.148

0.417
0.348
0.278
0.417
0.348
0.209
0.208
0.209
0.292
0.243
0.25
0.208
0.208
0.139
0.167

0.556
0.463
0.371
0.556
0.463
0.278
0.278
0.278
0.389
0.324
0.333
0.278
0.278
0.185
0.222

0.417
0.348
0.278
0.417
0.348
0.209
0.25
0.209
0.417
0.348
0.361
0.301
0.306
0.204
0.25

0.556
0.463
0.371
0.556
0.463
0.278
0.333
0.278
0.556
0.463
0.481
0.401
0.407
0.271
0.333

Higher
WS
S3
H+KB

Lower
WS
S4
H+KB

Higher
WS
S4
H+KB

Lower
WS
S5
H+KB

Higher
WS
S5
H+KB

Lower
WS
S6
H+KB

Higher
WS
S6
H+KB

0.296
0.247
0.272
0.227
0.197
0.247
0.206
0.124

0.375
0.313
0.375
0.313
0.25
0.333
0.278
0.167

0.444
0.37
0.444
0.37
0.296
0.395
0.329
0.198

0.5
0.417
0.5
0.417
0.333
0.5
0.417
0.25

0.592
0.493
0.592
0.493
0.395
0.592
0.493
0.296

0.626
0.522
0.626
0.522
0.417
0.626
0.522
0.313

0.741
0.618
0.741
0.618
0.494
0.741
0.618
0.371

Toughness 4

Depleting Lower
WS
UNIT
S3
H+KB
|
no save 0.251
6+W
0.209
6+AS
0.229
6+AS 6+W 0.191
5+W
0.167
5+AS
0.208
5+AS 6+W 0.173
5+AS 4+W 0.104

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Regen 4+
4+W
4+AS
4+AS 6+W
3+AS
3+AS 6+W
2+AS
2+ AS 5+W
1+ AS

0.188
0.126
0.188
0.157
0.167
0.139
0.146
0.097
0.146

0.222
0.148
0.222
0.185
0.198
0.165
0.173
0.115
0.173

0.313
0.188
0.292
0.243
0.25
0.208
0.208
0.139
0.167

0.296
0.222
0.346
0.288
0.296
0.247
0.247
0.165
0.198

0.313
0.25
0.438
0.365
0.375
0.313
0.313
0.209
0.25

0.37
0.296
0.519
0.433
0.444
0.37
0.37
0.247
0.296

0.375
0.313
0.626
0.522
0.542
0.452
0.458
0.305
0.375

0.444
0.371
0.741
0.618
0.642
0.535
0.543
0.362
0.444

T5

no
5+W
4+
4+5+W
4+
Regen
4+
6+W
3+
3+
5+W

S2 or
S3
LWS
0.083
0.055
0.042
0.028

S2 or
S3
HWS
0.111
0.074
0.056
0.037

S4
LWS
0.167
0.111
0.111
0.074

S4
HWS
0.222
0.148
0.148
0.099

S5
LWS
0.25
0.167
0.208
0.139

S5
HWS
0.333
0.222
0.278
0.185

S6
LWS
0.333
0.222
0.333
0.222

S6
HWS
0.444
0.296
0.444
0.296

0.021 0.028 0.056 0.074 0.104 0.139 0.167 0.111


0.035 0.047 0.093 0.123 0.173 0.232 0.278 0.37
0.028 0.037 0.084 0.111 0.167 0.222 0.278 0.37
0.018 0.025 0.056 0.074 0.111 0.148 0.185 0.247

T5 Hatred

S2 or S2 or
S3
S3

S4

S4

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S5

S5

S6

S6

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LWS HWS LWS HWS LWS HWS LWS HWS


no
saves
5+W

0.125 0.148 0.25 0.296 0.375 0.444 0.5 0.593


0.083 0.099 0.167 0.197 0.25 0.296 0.333 0.395

T5 Poisoned

S2 or S2 or
S3
S3
S4
S4
S5
S5
S6
S6
LWS HWS LWS HWS LWS HWS LWS HWS
no
saves
5+W

0.152 0.204 0.222 0.296 0.292 0.389 0.361 0.481


0.101 0.136 0.148 0.197 0.195 0.259 0.241 0.321
T5 Hatred + Poisoned

S2 or S2 or
S3
S3
S4
S4
S5
S5
S6
S6
LWS HWS LWS HWS LWS HWS LWS HWS
no
saves
5+W

0.228 0.272 0.333 0.395 0.438 0.519 0.542 0.641


0.152 0.181 0.222 0.263 0.292 0.346 0.361 0.427
T6

S2 or S2 or
S3
S3
S4
S4
S5
S5
S6
S6
LWS HWS LWS HWS LWS HWS LWS HWS
No
saves
5+
4+
3+
3+5+W

0.083
0.055
0.042
0.028
0.019

0.111
0.074
0.056
0.037
0.025

0.083
0.069
0.055
0.042
0.028

0.111
0.093
0.074
0.056
0.037

0.167
0.167
0.139
0.111
0.074

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0.222
0.222
0.185
0.148
0.099

0.25
0.25
0.25
0.208
0.139

0.333
0.333
0.333
0.278
0.185

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T2

S3
S3
S4
S4
S5
S5
S6
S6
LWS HWS LWS HWS LWS HWS LWS HWS
no
saves
6+
6+ W
6+
6+ W
3+
2+

0.167 0.444 0.417 0.556 0.417 0.556 0.417 0.556


0.139 0.37 0.417 0.556 0.417 0.556 0.417 0.556
0.139 0.37 0.348 0.463 0.348 0.463 0.348 0.463
0.116 0.308 0.348 0.463 0.348 0.463 0.348 0.463
0.056 0.148 0.209 0.278 0.278 0.371 0.348 0.463
0.028 0.074 0.139 0.185 0.209 0.278 0.278 0.371
T2

6+ W

S3
S3
LWS HWS
0.444
0.167
0.139 0.37
0.139 0.37

6+
6+ W

0.116 0.308 0.348 0.463 0.348 0.463 0.348 0.463

no
saves
6+

S4
S4
S5
S5
S6
S6
LWS HWS LWS HWS LWS HWS
0.417 0.556 0.417 0.556 0.417 0.556
0.417 0.556 0.417 0.556 0.417 0.556
0.348 0.463 0.348 0.463 0.348 0.463

NG w Nets vs WS4 S4 T4, 6+W ; Slay=0.127; Deplete = 0.254


NG w Nets vs WS4 S5 T4, 6+W ; Slay=0.127; Deplete = 0.386
NG w Nets vs WS6 S6 (and above) T4, 3+ 6+W ; Slay=0.028; Deplete = 0.463

Appendix 2
Each armys viable units are tested against the following (all with champions):
1) An average Horde unit
(Empire Swordsmen Horde);
2) A cavalry unit that has excellent saves
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(14 Knights of the Realm, 7 wide)


3) A unit with very good attacks
(Savage Orc Biguns 2HW)
4) A unit with one of the best attacks and good saves.
(Tze Chosen 7 wide with 2HW + Banner of Rage)
50S4 attacks and/or a 3+ Ward save Chosen unit are also possibilities but it is
obvious that such units have been fortunate with their Eye of the Gods roll and will
steam roll through any single frontal opposing unit.
A) Unless otherwise stated: 7 wide vs Savage Orcs and Chosen; Realm = 7 wide X2 ranks
B) Horde tested for most viable Horde units only
C) Horde formation rejected if it cannot compete with Savage Orcs min.

How to use these tables


A) Look at the Combat Ratings table first. This is a comparisonper point for each
viable army combat unit against Savage Orcs (the first 2 columns) and Chosen (2
columns on the right). Column (S) represent the units rate of Slaying while (D) denotes
their rate of depletion. A higher value for (S) shows a better rate of slaying but a lower
value for (D) shows a better rate of depletion. Pick 2 or 3 units with the best (S) and 2
or 3 with the best (D).
N.B. Do also check Appendix 3 where S6 Chosen are used. The figures will be
slightly different.
B) Next look at the table which compares the army against the four test units
Swordsmen etc. For each unit you have chosen in part (A), work out
i) How large the unit has to be multiply the rate of depletion by 6 or 8 to last 6 or 8
rounds of combat. This gives you the total number of wounds needed in that unit. If you
multiply again by the points per model (or per wound for multi-wound units) you obtain
the total number of points needed for that unit. You now know the size of that unit and its
total number of points. How many points you use must be within the army list limits
50% for Special etc. For the moment ignore the total number of points for all the units.
Just work out the maximum desired sizes. Later you will trim the units down until you
reach the correct number of total points plus the points for characters.
ii) How many models/wounds of the test units they will slay/inflict during this time. You
could multiply the rate of slaying by the estimated/expected number of rounds in combat
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(6-8 is a good max estimate as above) for the total wounds but there is an easier way. If
the rate of slaying is higher than the rate of depletion, the unit will win combat (for the
same static CR) simple as that. They could win it in the first round or for more than 1
round depending on static CR, the difference between their slaying rate and depletion
rate and their numbers. E.g. slaying at 6 and depleting at 3 with static CR which is 1or 2
less wins while a static CR of 4 less, loses. If they always win then it is a matter of how
many rounds they will last against Steadfast/Unbreakable units which is also
Appendix 3.
C) Now that youve chosen your units and their approximate sizes, go back to the
Combat Ratings table. You are now going to assess the combat worthiness of your units
compared to other armies.
The small figures at the top show your units combat rankings. Notice that the
figures for the charging or 1st round is slightly different and that the figures against
Savage Orcs column are different from that of the Chosen. Dont worry about these
differences for the moment.
Anvil/Holding units:
Look at the combat rating under the depletion column for you units which have the
task of holding against the enemy. If the combat rating is less than 50 then you know that
your unit is better than average at holding or as an anvil. A figure of 20 say means it is a
very good anvil unit provided of course it passes Steadfast. Since these figures are
based on 1 round of combat, 2 other checks are needed. Check the table showing
Slaying and Depletion and the figure for Depletion. Calculate how long the unit will last
before it depletes completely or to a small number. Some units e.g. Steam Tank, Hydra
have an excellent rate of Depletion but not a big enough wound pool (total expected
number of wounds in the unit). Check Appendix 3 as well which shows how long it will
last as Steadfast or how long before it is wiped out. You will now have an idea of how
long these Anvil units will last some might last >10 rounds against all units but most
will last between 3-6 rounds against the best enemy units. They will last longer against
relatively weaker units. You know now whether your anvil units can engage elite units
or for how long they should try to avoid strong units.
Slaying/Hammer units:
For these units you have to check how well they slay and their rate of depletion.
These units cannot kill if they themselves break from combat. Check the tables as
explained above for Slaying, Depletion and Combat rankings. Cross reference with
Appendix 3 as well. You should now have an idea of how well your Hammer units will
perform and when they should engage or avoid combat.
You now not only have a rough idea of your army composition but also how they
will perform and which units can hold effectively, which will slay well, which perform
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well for a limited number of rounds and which should avoid combat as much as
possible.
When you face specific armies, compare each units rate of slaying, depletion and
combat ranking with your units. This will give you an idea of which units need to
manoeuvre after deploying and Closest proximity comparison. (see Some Basics
Chapter)
Using the Beastmen table as an example:
A) Gors with HW and Shields are the best holding unit (Combat rating 50 for the D
column against Chosen)
B) These Gors deplete at the worst rate of 7.2 (against Chosen of course). Multiplying
that by 8 (i.e. to last 8 rounds of combat) gives the optimum unit
size of 57. Add 20 or so for shooting, magic and to maintain Steadfast gives a total of 77
i.e. unit size of 80 should work.
C) Since these Gors will die but not be totally annihilated or broken (provided they do
not fail Steadfast break tests) against Chosen you now have a good anvil or holding unit.
Next move on to the good slayers. The table shows Minotaurs as the best attacking unit
but they deplete quite quickly and their numbers will be small due to their points cost.
Minotaurs have to be selective in choosing enemies to attack. 6 Minotaurs will last 5
rounds against Swordsmen and slay 44 Swordsmen. They will last just over 2 rounds
against Savage Orcs while slaying 22 Savage Orcs. This then gives you an idea of the
effectiveness of Minotaurs and against which units they should be pitted.
You could obviously also use these tables to check how well your army will
fare against every other army. This is done by comparing rankings in Appendix 6.
Remember that higher (S) values are stronger but lower (D) values are better and
Appendix 6 is NOT conclusive see Combat Chapter.
Cross check with Appendix 3 which uses a different format of a fixed 565 points and S6
Chosen for comparison.

KEY:
Figure in Bracket = For 1st round of combat or when charging
A forward slash / = This could be for special abilities in the first round e.g. /Hatred
Or that could be lost e.g. when a Daemonic Herald is killed
/Killing Blow etc
Refer to the descriptor in the Unit
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Beasts

Gors
Shields

Swordsmen Realm
Knights
S
D S
D

Savage Orcs

Chosen

5+;
6+W
15 X.
0.139

@22

2+;
5+W
28 X 15X
0.097 0.028

@22

6+W

@36

3 or 11
X0.097;
7 or 13
X 0.278

15 X
0.139

2.1

2.7

0.4

2.1
(4.8)

2.1

6.0
(8.1)

1.0

10

31 X.
0.139

31 X
0.097

22X
0.028
(16X
lance)

22 or 7
X
0.097;
15 X
0.278

22X
0.139

29 X
0.208 or
0.278

22 X
0.069

36 X
0.278

4.3

3.0

0.6
2.1
(0.4) (4.8)

3.1

6.0
(8.1)

1.5

10

22 X.
0.139

28 X
0.167

22 X
0.028

22 or 7
X
0.167
15 X
0.333

22 X
0.139

29 X
X 0.25
X 0.33

22 X
0.069

36
0.33

3.1

4.7

0.6

3.7
(6.2)

3.1

7.3
(9.7)

1.5

12

15 X.

28 X

15 X

19 or 6

15 X

25 X

15 X

32

6+;6+W

Gors
Shields
6+;6+W
Horde

Gors
2 HW

Ungors

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4+;
6+W
29 X
15 X
0.208 or 0.069
0.278

@43
36
0.278

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HW Shield
6+ ; 6+W

Ungors
HW Shield
6+ ; 6+W
Horde

Ungors
Spear Shield
6+

Ungors
Spear Shield
6+
Horde

Minotaurs
3 wide X 2
2 HW 6+
Stmp;
(Imp=3)

0.139

0.193

0.028

2.1

5.4

0.4

31 X.
0.139

31 X
0.193

28 X
0.028

4.3

6.0

22 X.
0.139

0.139

0.37
(0.463)

0.069

0.37

2.1

9.2
(11.6)

1.0

11.8

22 or 7
X
0.193
13 X
0.463

28 X
0.139

29 X
0.37
(0.463)

28 X
0.069

36 X
0.37

0.8

4.2
(7.4)

3.9

10.7
(13.4)

1.9

13.3

28 X
0.232

22 X
0.028

19 or 7
X
0.232
13 X
0.556

22 X
0.139

25 X
0.444
(0.556)

22 X
0.069

32 X
0.444

3.1

6.5

0.6

3.1

11.1
(13.9)

1.5

14

41 X.
0.139

31 X
0.232

37 X
0.028
(21 X
lance)

19 or 7
X
0.232
13 X
0.556

37 X
0.139

29 X
0.444
(0.556)

37 X
0.069

36 X
0.444

5.7

7.2

1.0
4.4
(0.6) (8.9)

5.1

12.9
(16.1)

2.6

16

22 X
0.139
(3X
0.278)

22 X
0.278
3X
0.556

29 X
X 0.25
X 0.333

22 X
0.278
3X
0.463

36 X
0.333

22 X
25 X
0.347 0.116
3X 0.694

X
0.193
13 X
0.463

3.7
(7.2)

4.4
(8.9)

22 or 7
X
0.116
15 X
0.333

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Minotaurs
4 wide X 2
2 HW 6+
Stmp;
(Imp=4)

9.7 2.9 3.1


2.6
6.1
(11.8)
(3.9) (5.8) (7.8)

7.3
(9.7)

7.5
(8.9)

12

29 X
31 X
0.347 0.116
4X 0.694

29 X
X 0.25
X 0.333

29 X
0.278
4X
0.463

36 X
0.333

29 X
0.139
(3X
0.278)

22 or 7
X
0.116
15 X
0.333

29 X
0.278
4X
0.556

12.8 3.6 4.0


2.6 10.2 7.3
9.9
12
(15.6)
(4.8) (5.8) (12.5) (9.7) (11.8)
Minotaurs
3 wide X 2
GW
Stmp;
(Imp=3)
6+

Minotaurs
4 wide X 2
GW
Stmp;
(Imp=4)
6+

Minotaurs
4 wide X 2
Shields
Stmp;
(Imp=4)
5+;6+W

Centigors

19X
0.347
3X.
0.694

19 X
0.347
3X.
0.556

29 X
X 0.25
X 0.333

19X
0.347
3X.
0.463

36 X
0.333

8.7 2.9 4.4


2.6
8.3
(10.8)
(5.2) (5.8) (9.9)

7.3
(9.7)

8.0
(9.4)

12

29 X
X 0.25
X 0.333

25X
0.347
4X.
0.463

36 X
0.333

25 X
0.347
4X.
0.694

25 X
0.116

31 X
0.116

19 X
0.232
(3X
0.278)

25 X
0.232
(3X
0.278)

22 or 7
X
0.116
15 X
0.333

22 or 7
X
0.116
15 X
0.333

25 X
0.347
4X.
0.556

11.4 3.6 5.8


2.6 10.9 7.3 10.5 12
(14.2)
(6.6) (5.8) (13.1) (9.7) (12.4)
25 X
31 X
0.347 0.093
3X.0.694

29 X
0.173
(0.278)

25 X
0.232
3X
0.463

36 X
0.232

10.8 2.9 3.5


2.0
8.6
5.0
(12.8)
(4.3) (4.8) (10.3) (8.1)

7.2
(8.6)

22 X
0.139

36 X
0.222

22 X
0.232

28 X
0.083

25 X
0.139

22 X
0.074

22 or 7
X
0.093;
15 X
0.278

22 or 7
X

******ebook converter DEMO - www.ebook-converter.com*******

25 X
0.278
3X.
0.556

22 X
0.208

29 X
0.167 or

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7 wide
Spears
4+

Centigors
GW
5+

Bestigors
GW
5+

Razorgors
4 wide X 2
Stmp
(Thunderous)

(0.347 )

(0.139)

0.083;
15 X
0.278

(0.278)

0.278

(0.232)

4.6
(6.1)

4.6
(8.1)

3.1
(5.1)

5.1
(7.6)

2.3

1.6
(3.1)

22 X
0.347

28 X
0.111

22 X
0.185

22 or 7
X
0.111;
15 X
0.333

22 X
0.347

29 X
0.208 or
0.333

22 X
0.347

36 X
0.278

7.6

3.1

4.1

2.4
(5.8)

7.6

6.0
(9.7)

7.6

10

15 X
0.347

28 X
0.111

15 X
0.185

22 or 7
X
0.111;
15 X
0.333

15 X
0.347

29 X
0.208 or
0.333

15 X
0.347

36 X
0.278

5.2

3.1

2.8

2.4
(5.8)

5.2

6.0
(9.7)

5.2

10.0

20 X
0.347
3X
0.694

31 X
0.111

20X 22 or 7
0.139
X
(0.185) 0.111;
15 X
0.333

20 X
36 X
20 X
0.278 0.222 or 0.232
(0.347) 0.333 (0.347)
4X
4X
0.556
0.463

43 X
0.222

9.0

3.4

2.8
2.4
7.8
8.0
6.5
(3.7) (5.8) (9.2) (12.0) (8.8)

9.5

1.8
(4.8)

Combat Rating per point [Charging = ( ) ]

Unit

Slaying
Depletion Rank

Rank

******ebook converter DEMO - www.ebook-converter.com*******

Slaying
Depletion Rank

Rank

******Created by ebook converter - www.ebook-converter.com******

Slaying vs
Sav. Orcs
Gors
HW & Shield

101(103)

HW & Shield
Horde

Ungors

25

(10)

23
Gors

Depletion
vs
Sav. Orcs

99(102)

20

26

(11 )

34
102(104)

28(12)

Minotaurs

13(8)

Spears

Centigors
GW

48
(65)

30

18 (5)

46
(58)

80

103 (105)
11(11)

20

59

87(90)
22(22)

43

54
(67)

38

103 ( 98)

120
(144)
74 ( 60)

51
(67)
18(47)

153
(203)
91 ( 99)

115
(203)
105

(106)

83
Bestigors

99(101)

84(88)

HW & Shield
Horde

Centigors

80

6(6)

23

4 wide GW

Depletion
vs
Chosen

102(104)
33(33)

48
(65)

HW & Shield

Ungors

Slaying vs
Chosen

67(75)

162
(262)
59

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67

4(3)
105(105)

210
(248)
69 (49)

62
(102)

252
99( 99)

216

18 (20)
106(106)

152
33(50)

270

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(65 )

64(64)

57

72
(116)

104

120

Bretonnia
Swordsmen Realm
Knights
S
D
S
D
Errant
or
Realm
Knights
7 wide X 2
2+; 5+W

Errant
or
Realm
Knights
14 X Lance
2+; 5+W

22 or
7X
0.139
15 X
0.347

Savage Orcs Chosen


S

28 X
22 or 22 or 7X 22 or
[0.037] 7 X
[0.037]
7X
X
0.028
15 X
0.139
0.028 15 X [0.185] 15 X
0.139
0.278
==

29 X
0.074
[0.099]
or
(0.139
[0.185])

22 or
7X
0.069
15 X
0.232

36 X
0.099

0.6
0.8
3.6
3.1 1.0 (2.3) E
3.1 2.1 R 1.5
(6.2) E
(3.0E) (5.1) (4.0R) (4.0)
0.8
2.9 E
R
(5.4E)
10 or
16 X
10 or 16 or 5X 10 or
21 X
10 or 26 X
11X [0.037] 11 X [0.037]
11X
0.074
11X 0.099
0.139
X
0.028
11 X
0.139 [0.099] 0.069
(13X 0.028 (13 X [0.185] (13 X
or
(13 X
0.347)
0.139)
0.278) (0.139 0.232)
=
[0.185])

1.4
0.3
(6.0) 0.6 (2.1)
E
0.4

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1.4
0.7 2.6
(5.1) 1.5 R (3.8)
(2.9R)
2.0 E

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R
Questing
Knights
7 wide X 2
5+W;

Questing
Knights
Lance 14
3+ AS
5+W;

(3.9E)

15 X
0.347
7X
0.139

28 X
0.055

15 X
0.185
7X
0.028

22 or 7
X
0.055
15 X
0.185

15 X
0.347
7X
0.139

29 X
X 0.111
X 0.185

15 X
0.347
7X
0.069

36 X
0.148

6.2

1.5

3.0

1.2
(3.2)

6.2

3.2
(5.4)

5.7

5.3

13 or
7X
0.347
11or
3X
0.139

16 X
0.055

13 or
7X
0.185
11or
3X
0.028

16 or 5
X
0.055
11 X
0.185

13 or
7X
0.347
11or
3X
0.139

21 X
X 0.111
X 0.185

13 or 26 X
7 X 0.148
0.347;
11or
3X
0.069

2.3
(3.9)

4.6

0.9
2.8
(6.1)
Pegasus
Knights
8 strong
3+ AS ;
5+W

9X
0.139
X
0.347
8X
0.232

3.1
(5.0)
Men at
Arms

1.4
(2.7)
31 X
0.037

1.1

9X
0.028
X
0.139
8X
0.074

0.8
(1.8)

0.9
(2.3)
22 or 7
X
0.037
15 X
0.148

0.8
(2.5)

9X
0.139
X
0.278
8X
0.208

2.9
(4.2)

29 X
X 0.083
X 0.148

2.4
(4.3)

2.7
(5.3)
9X
0.069
X
0.232
8X
0.139

1.7
(3.2)

36 X
0.111

4.0

31 X
0.232

31 X
0.278

28 X
0.074
(16 vs
lance)

28 X
0.208

29 X
0.444
X
(0.556)

28 X
0.139

36 X
0.444

7.2

8.6

2.1
5.1
5.8
(1.2) (10.0)

12.9
(16.1)

3.9

16

6+
Horde

22 or 7
X
0.232
15 X
0.556

2.8
(6.0)

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Combat Rating per point


Slaying Rank
Depletion Rank

Unit

Slaying vs
Sav. Orcs

Slaying Rank
Depletion Rank

Depletion
vs
Sav. Orcs

106(78)

11

(29)

Errant
Lance

15
(56)
15
(56)

Lance GW

36
(70)

31
(66)

52

14
(76)

62

76 (41)
73(73)

64
(109)

55(65)
45(31)

Men at
Arms

14
(76)
107 ( 74)
17(17)

100(64)
44(52)

Questing

106 ( 73)

40
(78)

7(15)
Lance

Depletion
vs
Chosen

8(8)

107 (79)

Realm

Slaying vs
Chosen

54
(106)

129

58(67)
34(34)

64

65
(81)

78

80

Daemons
Swordsmen Realm Knights Savage Orcs
S
D
S
D
S
D
5+;
6+W

@22

2+;
5+W

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@22

6+W

@36

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Bloodthirster
WS10 7S6 H
Obsidian;
Immortal Fury;
Spellbreaker
3+;5+W

7X
0.617

13X
0.019

7X
0.329

13 or 4X
0.019
(9 X 0.075)

0.2
0.75

7X
0.617

16X 0.028
(0.075)

4.3

0.4
1.2

4.3

0.2

15 X
0.463
0.618

28 X
0.167

15 X
0.278
0.296

6.9
/9.3

4.7

4.2
/4.4

31 X
0.463
0.618

31 X
0.167

28X
(16vs
lance)
0.278
0.296

14.4/ 5.2
19.2

7.8/
8.3
(4.4/
4.7)

3.7
(5.3)

12.9/
13.8

6.4
(8.0)

15 X
0.139

15X
0.028

22 or 7 X
0.222/
0.167
15 X
0.371/0.278

15X
0.139

29 X
X
0.296/0.222
X
0.371/0.278

2.3

0.167 @S7 or
better
0.139 @S6

Bloodletters
WS5 S5 KB
/Hatred
5+W

Bloodletters
KB
Poss Hatred
5+W
Horde

Horrors
7 wide X 2
Poss 4+W /

2.1

28 X
0.222
(0.167)

6.2
/4.7

22or 7 X
15X
0.167; 15 X 0.463/
0.278
0.493

3.7
(5.3)

6.9/
7.4

22or 7 X
28X
0.167; 15 X 0.463/
0.278
0.493

29 X
0.222 or
0.278

7.2
(8.1)
29 X
0.222 or
0.278

8.6
4.9/3.7
/6.4
0.4 (7.1/5.3) 2.1
(10.8/8.1)

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Plaguebearers
Regen /5+W

15 X
0.27

4.1

Plaguebearers
Regen /5+W
Horde

31 X
0.27

8.4

Daemonettes
Poss (ASF)
5+W

Daemonettes
Poss (ASF)
5+W
Horde

28 X
0.111
(0.148)

3.1/
4.1

15 X
0.087

22 or 7 X
0.111
(0.148); 15
X 0.222
0.296)

2.4/
3.3
(4.1/
5.5)

1.3

31 X
28 X
0.111 (16vs
(0.148) lance)
0.087

22 or 7 X
0.111
(0.148); 15
X 0.222
0.296)

3.4/ 2.4
4.6 (1.4)

22 X
0.232
(.308)

28 X
0.167

5.1/
6.8

4.7

41 X
0.232
(.308)

31 X
0.167

9.5/
12.6

5.2

2.4/
3.3
(4.1/
5.5)

15 X
0.278

4.2

28 X
0.278

7.8

22 X
22 or 7 X
22 X
0.074 0.167; 15 X 0.185
(0.099)
0.278
(0.247)

1.6/
2.2

3.7
(5.3)

4.1/
5.4

37 X
22 or 7 X
37 X
(21vs 0.167; 15 X 0.185
lance)
0.278
(0.247)
0.074
(0.099)

2.7/
3.7
(1.6/

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3.7
(5.3)

6.8/
9.1

29 X
0.167
(0.222)
X
0.222 (0.296)

4.8/
6.4
(6.4/
8.6)
29 X
0.167
(0.222)
X
0.222 (0.296)

4.8/
6.4
(6.4/
8.6)
29 X
0.222
X 0.278

6.4
8.0
29 X
0.222
X 0.278

6.4
(8.0)

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2.1)
Flesh Hounds
(14)
5+W

Flamers (14)
5+W

Bloodcrushers
(8)
KB
Stmp
6+ ; 5+W

Fiends
(8)
Stmp
AP
5+W

23 X
0.463

28 X
0.111

23 X
0.185

22 or 7 X
0.111; 15 X
0.222

2.4
(4.1)

23 X
0.371

29 X
0.167
(0.222)

8.5

4.8
(6.4)

10.6

3.1

4.3

22 X
0.347

28 X
0.148

22 X
0.139

22 or 7 X
0.148; 15 X
0.296

22 X
0.278

29 X
X 0.222
X 0.296

7.6

4.1

3.1

3.3
(5.5)

6.1

6.4
(8.6)

17 X
0.463
+ 8X
0.463
+4X
0.694

31 X
0.093

17 X
0.271
+ 8X
0.185

22 or 7 X
0.093
15 X
0.222

17 X
0.463
+ 8X
0.371
+4X
0.556

29
X 0.167
X 0.222

14.4

2.9

6.1

2.1
4.0

13.1

4.8
(6.4)

20 X
0.278
+4X
0.463

31 X
0.111

20 X
0.111

22 or 7 X
0.111
15 X
0.222

20 X
0.208
+4X
0.417

36 X
0.167
(0.222)

7.4

3.4

2.2

2.4
(4.1)

5.8

6.0
(8.0)

Combat Rating per point


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Unit

Slaying Rank

Depletion
Rank

Slaying Rank

Depletion
Rank

Slaying vs Depletion Slaying vs Depletion


Sav. Orcs vs
Chosen
vs
Sav. Orcs
Chosen
Bloodletters
Horde

7(11) (no
H)

142
(/152)
Daemonettes
Horde

47(52) (no
H)

75/100
Plaguebearers

34(39)

Horde

86
Flesh hounds

28(32)

w Karanak

94

Bloodcrushers

5(9)

144
Flamers

51(61)

67

65 (42)

77
(96)
66 (43)

77
(96)
67 (49) (no
H)

58/77
(77/103)
76(58)

84
(112)
107 (107)

168
(224)
90 (78)

112
(150)

Dark Elves
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22(24) (no H)

70(70)

136
(/204)

128

66(78)

71(71)

68

128

34(43)

44(44) (no
H)

104
32(42)

106
10(13)

192
40(51)

102

72/96
82(82)

140
107(107)

280
83(83)

140

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Swordsmen
S
D

Realm Knights
S
D

Savage Orcs
S
D

22 X
0.139
(0.209)

22 X
0.028
(0.042)

22 X
29 X
0.139
0.278
(0.209) or 0.417

(Hatred)

Dark
Warriors
7 wide X 3
Shields; LA
Spears 7 wide
(Hatred)

Dark
Warriors
Shields; LA
Spears 7 wide
(Hatred)
Horde

Repeater
Crossbowmen
7 wide
LA; Shields
5+; 6+W
(Hatred)

Corsairs
Horde
LA; SSS; SD
Cloak; 2HW;
3 X S3; 5+
(Hatred)

28 X
0.167

19 X or 6
X
0.167; +
13 X
0.417

3.1
(4.6)

4.7

0.6
(0.9)

3.2
(6.4)

41 X
0.139
(0.209)

31 X
0.167

29 X
(lance21)
X
0.028
(0.042)

19 X or 6
X
0.167; +
13 X
0.417

5.7
(8.6)

5.2

14 X
0.139
(0.209)

28 X
0.139

0.8/0.6
3.2
(1.2/0.9) (6.4)
14 X
0.028
(0.042)

19 X or 6
X
0.139; +
15 X
0.348

1.9
(2.9)

3.9

0.4
(0.6)

2.6
(6.1)

51 X
0.139
(0.209)

31 X
0.167

46 X
0.028
(0.042)

19 X or 6
X
0.167; +
13 X
0.417

7.1

5.2

1.3

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3.2

3.1
(4.6)

8.1
(12.1

41 X
29 X
0.139
0.278
(0.209) or 0.417

5.7
(8.6)

8.1
(12.1)

14 X
29 X
0.139 0.232 or
(0.209) 0.348

1.9
(2.9)

6.7
(10.1)

46 X
29 X
0.139
0.278
(0.209) or 0.417

6.4

8.0
(12.1)

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Witch Elves
Pois.
No save
Poss 4A or (5+W)

Executioners
KB;
5+.

Executioners
KB;
5+.
2A

Executioners
KB;
5+.
5+W

(10.6)

(1.9)

(6.4)

(9.6)

29 X
28 X
0.185
0.25
(0.278) (0.167)

29 X
0.037
(0.056)

19 or 6 X
0.25/
0.167; +
13 X
0.417/
0.278

29 X
0.232
(0.348)

5.4
7.0
(8.0) (4.7)

1.1
1.6

15 X
0.463
(0.617)

28 X
0.167

15 X
0.247
(0.329)

4.8/3.2 5.4
9.7/
(6.9/4.6 (10.1) 6.4
(12.1/
8.1)
19 X or 6
X
0.167; +
13 X
0.417

6.9
(9.3)

4.7

3.7
(4.9)

3.2
(6.4)

22 X
0.463
(0.617)

28 X
0.167

22 X
0.247
(0.329)

19 X or 6
X
0.167; +
13 X
0.417

10.2
(13.6)

4.7

5.4
(7.2)

3.2
(6.4)

15 X
0.463
(0.617)

28 X
0.111

15 X
0.247
(0.329)

19 X or 6
X
0.111; +
13 X
0.278

6.9

3.1

3.7

******ebook converter DEMO - www.ebook-converter.com*******

29 X
0.333/
0.222
(0.417/
0.278)
or

2.1

15 X
29 X
0.463
0.278
(0.618) or 0.417

6.9
(9.3)

8.1
(12.1)

22 X
29 X
0.463
0.278
(0.618) or 0.417

8.1
10.2 (12.1)
(13.6)
15 X
29 X
0.463
0.185
(0.618) or 0.278

6.9

5.4
(8.1)

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(9.3)
Cold One
Knights
7 wide X 2
2+.
/ = + Hatred

Black Guard
7 wide X2
5+.
Warr. Elite

War Hydra
LA; Shield
D6 Stomp
4+. Regen
/Hatred

13 X
0.308
/0.411
(0.617)
+6X
0.232

31 X
0.042

(4.9)

(4.3)

15 X
0.099/
0.132
(0.329)
+7X 0.075

22 or 7 X
0.042
15 X
0.209

15 X
29 X
0.278/
0.111
0.371 ( 0.209)
(0.617)
+7X
0.208

0.9
(3.4)

5.6/
3.2
7.0 (6.1)
(10.7)

5.4/
6.7
(9.4)

1.3

2.0/
2.5
(5.5)

22 X
0.411

28 X
0.167

22 X
0.132

19 X or 6
X
0.167; +
13 X
0.417

9.0

4.8

2.9

3.2
(6.4)

7X
0.348
(0.522)+
6X
0.139
(0.209)
+3 X
0.694

19 X
0.021

7 X 0.209
(0.314) +
6 X 0.042
(0.063)

19 X
0.021
13 X
0.104 +
6X 0.021

5.4/
7.0

0.4

1.7/
2.6

(9.3)

22 X
0.371

29 X
0.278
or 0.417

8.1
(13.9)

8.2

7X+
29 X
0.278
0.056
(0.417) X 0.104
+6X
0.139
(0.209)
+3 X
0.556

0.4
(1.5)

4.4/
4.9

1.6
(3.0)

Combat Rating per point

Unit

Slaying Rank

Depletion
Rank

Slaying vs Depletion
******ebook converter DEMO - www.ebook-converter.com*******

Slaying Rank

Depletion
Rank

Slaying vs Depletion

******Created by ebook converter - www.ebook-converter.com******

Sav. Orcs
Dark
Warriors

62(72)

63

Shields Horde

Xbowmen

104(106)

21
Corsairs

49(55)

Horde

70

Executioners

43(49)

76
Cold One
Knights
Black Guard

63(19)

62
(117)
30(35)

90
Hydra

75(82)

48

vs
Sav. Orcs
35(32)

57
(84)
63(55)

Chosen

vs
Chosen

74(84)

42(42)

56

93

104(106)

74
(111)

68 (68)

20

72(68)

121

67(80)

80
(121)
83(74)

97
(144)
78(84)

76(76)

64

133

35(44)

88(88)

104

160

70 (16)

86
(165)

84(84)

62
(176)

89(90)

143

47(58)

105
(181)

93(93)

92

33(50)

56
(105)

173

64(76)

41(41)

72

91

Dwarfs
Swordsmen Realm
Knights
S
D
S
D
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Savage Orcs Chosen


S

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(Hatred)

Dwarf
Warriors
Or Miners
HA; GW
5+

Dwarf
Warriors
HA; GW
5+
Horde

Dwarf
Warriors
Or Thunderers/
Quarellers
HA; Shield
4+; 6+W

Dwarf
Warriors
HA; Shield
4+; 6+W
Horde

Long beards

15 X
0.347

28 X
0.111

15 X
0.139

19 or
6X
0.111
13 X
0.333

5.2

3.1

2.1

31 X
0.347

31 X
0.111

28 X
0.139

19 or
6X
0.111
13 X
0.333

10.8

3.4

3.9

7.8 6.5 6.5 10.0


2.1 (11.7) (9.7)
(5.0)

15 X
0.139

28 X
0.069

15 X
0.028

19 or
6X
0.069
13 X
0.232

2.1

1.9

0.4

31 X
0.139

31 X
0.069

28 X
0.028

4.3

2.1

0.8

15 X

28 X

15 X

2.1
(5.0)

1.3
(3.4)
19 or
6X
0.069
13 X
0.232

1.3
(3.4)
19 or

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15 X
0.278

29 X 15 X 36 X
0.208 0.232 0.278
X 0.33

4.2

6.1 3.5
(9.6)

10

28 X
29 X 28 X 36 X
0.278 0.208 0.232 0.278
(0.417) X 0.33

15 X
0.139
(0.209)

29 X 15 X 36 X
0.139 0.069 0.185
X
0.232

2.1
(3.1)

1.0

4.0
(6.7)

6.7

28 X
0.139
(0.209)

29 X 28 X 36 X
0.139 0.069 0.185
X
0.232

3.9
(5.9)

1.9
1.5

6.7

15 X

36 X

15 X

4.0
(6.7)
29 X

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HA; Shield
4+; 6+W

Long beards
HA; Shield
4+; 6+W
Horde

Hammerers
HA; GW
5+

Hammerers
HA; GW
5+ Horde

Ironbreakers
GA; HW; Shield
3+; 6+W

0.308

0.069

0.099

6X
0.069
13 X
0.232

4.6

1.9

1.5

31 X
0.308

31 X
0.069

28 X
0.099

19 or
6X
0.069
13 X
0.232

9.5

2.1

2.8

7.8
3.9
1.3 (10.4) 4.0
(3.4)
(6.7)

15 X
0.463

28 X
0.111

15 X
0.247

19 or
6X
0.111
13 X
0.333

6.9

3.1

3.7

31 X
0.463

31 X
0.111

28 X
0.247

19 or
6X
0.111
13 X
0.333

14.4

3.4

6.9

13.0 6.0 9.7 10.0


2.1 (17.2) (9.7)
(5.0)

15 X
0.308

28 X
0.047

15 X
0.099

19 or
6X
0.047
13 X
0.185

1.3
(3.4)

2.1
(5.0)

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0.278
(0.371)

0.139 0.139 0.185


X
0.232

4.2
5.6

2.1

28 X
0.278
(0.371)

4.0
(6.7)

6.7

29 X 28 X 36 X
0.139 0.139 0.185
X
0.232

6.7

15 X
29 X 15 X 36 X
0.463 0.208 0.347 0.278
(0.617) X 0.33

6.9 6.0 5.2 10.0


(9.3) (9.7)
28 X
29 X 28 X 36 X
0.463 0.208 0.347 0.278
(0.617) X 0.33

15 X
0.278
(0.371)

29 X 15 X 36 X
0.104 0.139 0.139
X
0.185

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4.6

1.3

1.4

0.9 4.2 3.0 2.1


(2.7) (5.6) (5.4)

5.0

Combat Rating per point

Unit

Slaying Rank

Depletion Rank Slaying Rank

Slaying vs Depletion
Sav. Orcs
vs
Sav. Orcs

Depletion Rank

Slaying vs Depletion
Chosen
vs
Chosen

Warriors

35(40)

46(44)

24(28)

48(48)

GW Horde

86

65
(97)

130

100

Warriors

85(89)

8 (7)

88(91)

16(16)

HW & Sh Horde

43

36
(60)

38

60

Longbeards

39(45)

27(30)

81(86)

35(35)

HW & Sh Horde

85

48
(80)

42

80

Hammerers

44(50)

60(66)

36(45)

65(65)

76

72
(116)

104

120

Hammerers

6(10)

61(67)

9(12)

66(66)

Horde

143

72
(116)

194

120

Ironbreakers

77(84)

10(16)

82(87)

19(19)

46

39
(70)

42

65

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Empire
Swordsmen
S
Halberdiers
5 wide
LA
6+

Halberdiers
LA
6+
Horde

Spearmen
LA Sh
5+
Horde

Swordsmen

Realm
Knights
S
D

Savage Orcs

Chosen

11 X
0.232

22 X
0.278

11 X
0.075

6X
0.208
13 X
X 0.278
0.556

11 X
0.208

25 X
0.444
(0.556)

11 X
0.139

2.6

6.1

0.8

4.9
(8.5)

2.3

11.1
(13.9)

1.5

31 X
0.232

31 X
0.278

28 X
0.075

7X
0.208
15 X
0.278
0.556

28 X
0.208

29 X
0.444
(0.556)

28 X
0.139

7.2

8.6

2.1

5.6
(9.8)

5.8

12.9
(16.1)

3.9

41 X
0.139

31 X
0.222

35 X
0.028

7X
0.208
15 X
0.278
0.556

37 X
0.139

29 X
0.37
X 0.556

37 X
0.069

5.7

6.9

1.0

5.6
(9.8)

5.1

10.7
(16.1)

2.6

11 X
0.139

31 X
0.139

11 X
0.028

19or6
X 0.139
11 X

11 X
0.139

25 X
0.232
X 0.347

11 X
0.069

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5 wide
LA; Sh
5+;6+W

Swordsmen
LA; Sh
5+;6+W
Horde

Knightly
Orders
7wide X 2
GW
2+

Free
Company

0.347

1.5
31 X
0.139

4.3

0.3

2.6
(4.6)

1.5

5.8
(8.7)

0.8

16 X
0.028

19or6
X 0.139
13 X
0.347

28 X
0.139

29 X
0.232
X 0.347

28 X
0.069

0.5

2.6
(5.3)

3.9

6.7
(10.1)

1.9

4.3
7X
0.139;
15 X
0.347

28 X
0.042

7X
0.028;
15 X
0.139

22 or 7
X 0.042
15 X
0.209

7X
0.139
15 X
0.278

29 X
0.111
X 0.209

7X
0.069
15 X
0.232

6.2

1.2

2.3

0.9
(3.4)

5.1

3.2
(6.1)

4.0

41 X
0.139

31 X
0.333

37 X
0.028

7X
0.25
13 X
0.333
0.556

37 X
0.139

29 X
0.444
X 0.556

37 X
0.069

5.7

10.3

1.0

5.1

12.9
(16.1)

2.6

31 X
0.347

31 X
0.125

28 X
0.139

22 or 7
X 0.125
15 X
0.347

28 X
0.278

29 X
0.222
X 0.347

28 X
0.232

10.8

3.9

3.9

2.8
(6.1)

7.8

6.4
(10.1)

6.5

7X
0.139
15 X

28 X
0.042

7X
0.028
15 X

22 or 7
X 0.042
15 X

7X
0.139
15 X

29 X
0.056
X 0.139

7X
0.069
15 X

No saves
Horde

Great
Swords
GW; Plate
4+
Horde

Inner
Circle

6.1
(9)

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Knights
7wide X 2
Lances;
1+

0.232
(0.347)

0.075
(0.185)

0.139

0.208
(0.347)

0.139
(0.347)

4.5
(6.1)

1.2

1.3
(3.0)

0.9
(2.4)

Inner
Circle
Knights

7X
0.139
15 X
0.347

28 X
0.042

7X
0.028
15 X
0.185

22 or 7
X 0.042
15 X
0.209

7wide X 2
GW;
2+

6.1

1.2

3.0

0.9
(3.4)

7X
0.139
15 X
0.232
(0.347)

28 X
0.042

7X
0.028
15 X
0.075
(0.185)

22 or 7
X 0.042
15 X
0.139

7X
29 X
0.139
0.056
15 X X 0.139
0.208
(0.347)

7X
0.069
15 X
0.139
(0.347)

4.5
(6.1)

1.2

1.3
(3.0)

0.9
(2.4)

1.6
(4.0)

2.6
(5.7)

9X
25 X
0.347
0.042
7X
0.232
(0.347)
3X 0.694

9X
0.185
7X
0.075
(0.185)

22 or 7
X 0.042
15 X
0.139

9X
29 X
9X
0.278
0.056
0.278
7X
X 0.139
7X
0.208
0.139
(0.347)
(0.347)
3X
3X0.463
0.556

2.2
(3.0)

0.9
(2.4)

1.6
(4.0)

4.9
(6.3)

37 X
0.028/
0.042
(0.139

7X
0.25
15 X
0.333

37 X
29 X
0.139/
0.444
0.209 X 0.556
(0.278/

37 X
0.069/
0.105
(0.232/

Reiksguard
Knights
1+

Demigryph
Knights
3 wide
Hlbd; Lance
1+

Flagellants
/Hatred
Horde

6.8
(7.6)

1.1

41X
0.139/
0.209
(0.347/

31 X
0.333

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1.6
(4.0)

2.6
(5.7)

7X
0.139
15 X
0.347

29 X
X 0.111
X 0.209

7X
0.069
15 X
0.347

6.2

3.2
(6.1)

5.7

4.1
(6.2)

4.1
(6.2)

5.6
(6.6)

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0.522)

/0.209

0.556

0.417)

0.348)

5.7/8.6 10.3 1.0/1.6


5.1/ 12.9 2.6/
6.8
(14.2/
(5.1/
7.7 (16.1) 3.9
21.4)
7.7) (10.1) (10.3/
(8.6/
15.4)
12.9)
Steam
Tank
3D3 (+D6)
Imp
1+

4.5 (7.5)
X 0.694
+0.139

13 X
0.019

4.5 (7.5)
X 0.37
+0.028

3.3

0.3

1.7

6X
4.5
21 X 4.5 (7.5)
0.014
(7.5)
0.019 X 0.694
13 X X 0.694 X 0.037 +0.069
X 0.019 +0.139
0.037

0.3
(0.6)

3.3

0.4
0.8

Combat Rating per point

Unit

Slaying Rank

Depletion
Rank

Slaying Rank

Depletion
Rank

Slaying vs Depletion Slaying vs Depletion


Sav. Orcs
vs
Chosen
vs
Sav. Orcs
Chosen
Halberdiers
Horde

56(66)

68(45)

59(68)

46(46)

64

77
(97)

78

97

56

64
(97)

52

80

86(90)

21(17)

89(92)

30(30)

43

47
(71)

38

78

71(80)

54(71)

53(63)

62(62)

Spearmen
Horde Shields

Swordsmen
Horde

Knightly

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3.2

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Orders

56

70
(134)

80

117

78(56)

12(47)

77(34)

23(23)

45
(68)

40
(100)

52
(114)

67

50(57)

73(79)

30(35)

77(77)

68

80
(153)

114

133

36(41)

55(56)

25(29)

65(63)

86

70
(111)

130

118

Reiksguard
Knights

79(58)

15(51)

78(36)

26(26)

45
(68)

43
(108)

52
(114)

73

Demigryph
Knights

(64(53)

5(26)

43(32)

9(9)

62
(73)

31
(77)

98
(126)

52

Steam
Tank

98(101)

1(1)

68(81)

1(1)

36

10
(20)

64

12.5

2X7 wide GW

Inner
Circle
Knights
2X7 wide
Lance
Reiksguard

Inner
Circle
Knights
2X7 wide GW

Great
Swords
Horde

High Elves
Swordsmen

Realm
Knights

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Savage Orcs

Chosen

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ASF
=Hatred

Spearmen
Or Sea
Guard
Spear;
Shields LA;
5+;
Horde

Sword
Masters

5+;
6+W

@22S3
WS4

2+;
5+W

6+W

@36S4
/S5
WS4

4+;
6+W

@43S4
WS6

51 X
0.209

31 X
0.167

46 X
0.042

@19
S3
13S5
+6 S3
WS4
19 or
6X
0.167
13 X
0.417

46 X
0.209

29 X
0.278
(0.417)

46 X
0.105

36 X
0.37

10.7

5.2

1.9

3.2/
6.4

9.6

8.1
4.8
(12.1)

13.3

22 X
0.617

28 X
0.167

22 X
0.247

19 or
6X
0.167
13 X
0.417

22 X
0.493

29 X
0.278
(0.417)

22 X
0.348

36 X
0.278

13.6

4.7

5.4

3.2/ 10.8 8.1


7.7
6.4
(12.1)

10.0

15 X
0.411

28 X
0.084

15 X
0.132

19 or
6X
0.084;
13 X
0.209

15 X
0.371

29 X
0.139
(0.209)

15 X
0.209

36 X
0.185

6.2

2.4

2.0

1.6 5.6
(3.2)

4.0
(6.1)

3.1

6.7

31 X
0.411

31 X
0.084

28 X
0.132

19 or
6X
0.084;
13 X
0.209

29 X
0.139
(0.209)

28 X
0.209

36 X
0.185

7 wide X2
HA; GW
2 X S5; 5+

Phoenix
Guard
7 wide X2
HA;
5+ ; 4+W

Phoenix
Guard
7 wide X2
HA;
5+ ; 4+W
Horde

******ebook converter DEMO - www.ebook-converter.com*******

28 X
0.371

******Created by ebook converter - www.ebook-converter.com******

White
Lions
7 wide X2
HA; Cloak
GW
5+

Dragon
Princes
Lance;
2 X S5
2+

12.7

2.6

3.7

1.6 10.4 4.0


(3.2)
(6.1)

5.9

6.7

15 X
0.463

28 X
0.167

15 X
0.247

19 or
6X
0.167
13 X
0.417

15 X
0.347

36 X
0.37

6.9

4.7

3.7

3.2 6.9
8.0
5.2
(6.4)
(12.1)

13.3

7X
0.139
15 X
0.247
(0.617)

28 X
0.042

7X
22 or
7X
31 X
7X
0.028
7X
0.139
0.111 0.069;
15 X 0.042; 15 X (0.209) 15 X
0.049 15 X 0.247
0.105
(0.247) 0.209 (0.493)
(0.348)

43 X
0.148

4.7
1.2
(10.2)

0.9 0.9 4.7


3.4
2.1
(3.9) (3.4) (8.4) (6.5) (5.7)

6.4

15 X
0.463

29 X
0.278
(0.417)

Combat Rating per point

Unit

Slaying Rank

Depletion
Rank

Slaying Rank

Depletion
Rank

Slaying vs Depletion Slaying vs Depletion


Sav. Orcs
vs
Chosen
vs
Sav. Orcs
Chosen
Spearmen

20(26)

62(53)

45(56)

67(67)

Horde

106

73
(109)

96

120

Sea Guard

21(27)

84(76)

46(57)

90(90)

Horde

106

97
(145)

96

161

Swordmasters

15(18)

96(91)

16(18)

87(87)

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119

122
(181)

154

150

Phoenix
Guard

65(73)

40(40)

71(82)

51(51)

62

60
(91)

62

101

Phoenix
Guard

16(22)

41(41)

29(33)

52(52)

114

60
(91)

118

101

45(51)

94(92)

37(46)

97(97)

76

120
(181)

104

200

73(34)

87(95)

71(82)

51(51)

52
(92)

102
(195)

42
(114)

192

Horde

White Lions
Dragon
Princes

Lizardmen
Swords-men
S
D

Saurus
HW Shield

Realm Knights
S
D

5+;
6+W

@22S3
WS4

2+; 5+W

22 X
0.232

28 X
0.093

22 X
0.075

5.1

2.6

1.7

29X
0.232

28 X
0.148

29 X
0.075

4+; 6+W

Saurus

******ebook converter DEMO - www.ebook-converter.com*******

@22S3
15S5
+7S3 WS4
7X
0.069
15 X
0.093
(0.308)

Savage Orcs
S
D
6+W

@36S4
/S5 WS4

22 X
0.208

29X
0.185
(0.308)

1.9
(5.1)

4.6

5.4
(8.9)

7X
0.111

29 X
0.208

29X
0.278

******Created by ebook converter - www.ebook-converter.com******

Spears Shield
5+

Saurus
HW Shield
4+; 6+W
Horde

Saurus
Spears Shield
5+
Horde

Skinks
Horde

15 X
0.148
(0.308)

6.7

4.1

2.2

3.0
(5.4)

6.0

8.0
(12.9)

41 X
0.232

31 X
0.093

37 X
0.075

7X
0.069
15 X
0.093
(0.308)

37 X
0.208

29X
0.185
(0.308)

9.5

2.9

2.8

1.9
(5.1)

7.7

5.4
(8.9)

51X
0.232

31 X
0.148

46 X
0.075

7X
0.111
15 X
0.148
(0.308)

46 X
0.208

29X
0.278
(0.444)

11.9

4.1

3.5

3.0
(5.4)

9.6

8.0
(12.9)

31 X
0.139

31 X
0.308

28 X
0.028

19 or 6 X
0.308
13 X
0.463

28 X
0.139

29X
0.463
(0.463)

4.3

9.5

0.8

5.9
(7.9)

3.9

13.4
(13.4)

22 X
0.347

28 X
0.083

22 X
0.139

22 or 7 X
0.083
15 X
0.278

22 X
0.278

29
X 0.167
X 0.278

7.6

2.3

3.1

1.8
(4.8)

6.1

4.8
(8.1)

HW Shield
6+ 6+W

Temple
Guard

(0.444)

4+

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Cold Ones
Spear, Shield
2+

Kroxigors
4 wide X 2
Stmp
4+

Stegadon
D6 Stmp;
Steg/Skinks
(D6+1 Imp)

19 or 6
X
0.232
13 X
0.347

28 X
0.028

22 or 7 X
0.075
15 X
0.139

22 or 7 X
0.028
15 X
0.167

22 or
7X
0.208
15 X
0.278

29X
0.083
0.167

4.4
(5.9)

0.8

3.7
(2.6)

0.6
(2.7)

4.6
(5.6)

2.4
(4.8)

25 X
0.347
3X
0.463

25 X
0.111

25 X
0.185

6X
0.083
13 X
0.111
(0.37)

25 X
0.347
3X
0.417

29X
0.222
(0.37)

10

2.8

4.6

1.9
(5.3)

9.9

6.4
(10.7)

4X
13 X
4X
4X
4X
0.347 0.056
0.139
0.042/0.148 0.278
+ 3 X (0.148)
+
9X
+3X
0.694
(4X0.278) 0.056/0.148 0.556
(+4X
+5 X
(0.185/
(+4X
0.694)
0.028
0.371)
0.556)
5X
+5 X
0.139
0.139

4.2
(7)
Ancient
Stegadon
D6 Stmp
3+;

0.7/
1.9

3X
13 X
0.347 0.037
+ 3 X (0.074)
0.694
(+4X
0.694)
+5 X
0.139

0.7
(1.8)

(4.5)

17
X 0.074/
0.278
X (0.093/
0.373)
0.463

0.7/1.9 3.5 1.3/4.7


(1.8/3.9) (5.7) (1.6/6.3) (4.5)

3X
4X
3X
0.185
0.028/0.074 0.347
+
9X
+3X
(4X0.37) 0.037/0.074 0.556
+5 X
(0.148/
(+4X
0.028
0.278)
0.694)
+5 X
0.139

******ebook converter DEMO - www.ebook-converter.com*******

17X
0.056/
0.186
X
(0.074/
0.273)

0.694

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3.8 0.5
(6.6) (1.0)
Salamanders
2X 4 wide
5+

0.7
(2.2)

0.4/1.0 3.4 1.0/3.2


(1.4/2.8) (6.2) (1.3/4.6) (6.2)

12 X
0.347

31 X
0.148

12 X
0.139

7X
0.111;
15 X
0.148
(0.444)

12 X
0.278

29 X
X 0.278
X 0.444

4.2

4.6

1.7

3.0
(7.4)

3.3

8.0
(12.9)

Combat Rating per point

Unit

Slaying Rank

Depletion
Rank

Slaying Rank

Depletion
Rank

Slaying vs Depletion Slaying vs Depletion


Sav. Orcs
vs
Chosen
vs
Sav. Orcs
Chosen
40(46)

38(46)

41(52)

27(27)

85

59
(98)

102

74

Saurus

22(28)

82(80)

27(31)

36(36)

Spear Horde

106

96
(154)

128

80

93(100)

49(13)

98(100)

37(37)

43

67
(67)

38

84

Kroxigors

14(17)

93 (96)

6(10)

86(86)

4 wide Krox

120

117
(195)

200

146

Temple

42(53)

67(71)

42(53)

72(72)

Saurus
HW & Shield
Horde

Skinks

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Guard
Stegadon

Ancient
Stegadon

67

77
(130)

102

128

96(99)

42(22)

79(85)

28(28)

39

61
(75)
/150

52

75/
273

97(100)

31(18)

65(77)

20(20)

37

55
(72)
/176

70

66/
215

Ogres
Swordsmen
Ogres at
4 wide X 2

Ogre Bulls
HW LA Shield
Stmp;
5+ 6+W
(Bull Charge)

Ogre Bulls
2 HW LA
Stmp;
6+
(Bull Charge)

5+;
6+W
25 X
0.232
4X
0.463
(+4 X
0.463 )

@22
31 X
0.123

7.7
(9.5)

3.8

29 X
0.232
4X
0.463
(+4 X

31 X
0.185

Realm
Knights
S
D
2+;
@22
5+W
25 X
7X
0.075 0.093
(+4 X 15 X
0.148 0.123
)
(0.278)

1.9
(2.5)
29 X
0.074
(+4 X
0.148
)

Savage Orcs

Chosen

6+W

@36

25 X
0.208
4X
0.417
(+4 X
0.417 )

29 X
0.232
(0.37)

4+;
6+W
25 X
0.139
4X
0.278
(+4 X
0.278 )

@43
36
0.232

2.5
6.9
4.6
6.7
(4.8) (8.5) (10.7) (5.7)
7X
0.139
15 X
0.185
(0.44)

******ebook converter DEMO - www.ebook-converter.com*******

29 X
0.208
4X
0.417
(+4 X

29 X
0.333
(0.444)

29 X
0.139
4X
0.278
(+4 X

3
0.33

******Created by ebook converter - www.ebook-converter.com******

0.463 )

0.417 )

8.6 5.8
(10.4)
Ogre Bulls
HW LA Shield
Stmp;
5+ 6+W
(Bull Charge)
Horde

37 X
0.232
6X
0.463
(+6 X
0.463 )

31 X
0.123

11.4 3.8
(14.1)
Ironguts
HA GW
Stmp; Imp
5+

25 X
0.347
4X
0.463
(+4 X
0.463 )

31 X
0.148

10.6 4.6
(12.4)
Gnoblars
7 wide

Gnoblars
Horde

2.1
(2.7)

7.7
3.7
9.7
5.1
(7.6) (9.4) (12.9) (6.3)

31 X
7X
0.075 0.093
(+5 X 15 X
0.148 0.123
)
(0.278)

2.3
(3.1)
25 X
0.185
(+4 X
0.148)

0.278 )

31 X
0.208
5X
0.417
(+5 X
0.417 )

29 X
0.232
X
0.37

31 X
0.139
5X
0.278
(+5 X
0.278 )

36
0.232

2.5
8.5
5.7
6.7
(4.8) (10.6) (10.7) (7.1)
7X
0.111
15 X
0.148
(0.44)

25 X
0.347
4X
0.417
(+4 X
0.417 )

29 X
0.278
X 0.44

25 X
0.347
4X
0.278
(+4 X
0.278 )

36
0.278

9.8 1
4.6 3.0 10.3 8.1
(5.2) (7.4) (12.0) (12.9) (10.9)

15 X
0.093

28 X
0.333

16 X
0.019

1.5

9.3

0.3

31 X
0.093

31 X
0.333

22 X
0.019

19or 6
X
0.333
13 X
(0.556)

6.3
(9.2)
22or 7
X
0.333
15 X

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16 X
0.069

29 X
0.444
(0.556)

16 X
0.023

1.1

12.9
(16.1)

0.4

22 X
0.069

29 X
0.444
X 0.556

22 X
0.023

36
0.444

3
0.444

******Created by ebook converter - www.ebook-converter.com******

(0.556)

2.9
Mournfang
Cavalry
4 wide X 2
LA;Skin; Shields
Stmp
(D3 Impact=6)
3+; 6+W

25 X
0.232+
16 X
0.347
+4 X
0.694
(+6 X
0.694 )

10.3 0.4

31 X 25 X
7X
0.062 0.075+ 0.047
16 X
15 X
0.139 0.062
(+6X (0.247)
0.278
)

14.1 1.9
(18.3)
Mournfang
Cavalry
4 wide X 2
LA;Skin; GW
Stmp
(D3 Impact=6)
4+

Sabretusk
Pack

4.1
(5.8)

12.9
(16.1)

0.5

25 X
0.208
+ 16 X
0.278
+4 X
0.556
(+6 X
0.556 )

29
X 0.139
X 0.247

25 X
0.139
+ 16 X
0.232
+4 X
0.463
(+6 X
0.463)

36
0.139

1.3 11.8 4.0


9.0
(4.0) (15.2) (7.2) (11.8)

25 X
0.347+
16 X
0.347
+4 X
0.694
(+6 X
0.694 )

31 X 25 X
7X
0.111 0.185+ 0.083
16 X
15 X
0.139 0.111
(+6 X (0.37)
0.278)

17
(21)

3.4

6.8 2.2 15.3 6.4 14.2


(8.5) (3.2) (18.7) (10.7) (17.0)

29 X
0.232

28 X
0.167

29 X
0.075

22 or 7
X
0.167;
15 X
0.333

29 X
0.208

29 X
0.25
X
0.333

29 X
0.139

6.7

4.7

2.2

3.7
(6.2)

6.0

7.3
(9.7)

4.0

29 X
0.347

31 X
0.139

29 X
0.232

22 or 7
X

29 X
0.347

29 X
0.25

29 X
0.347

7 wide X 2

Maneaters

6.3
(9.2)

1.5

******ebook converter DEMO - www.ebook-converter.com*******

25 X
0.347
+16 X
0.278
+4 X
0.556
(+6 X
0.556 )

29 X
0.222
(0.37)

25 X
0.347
+16 X
0.232
+4 X
0.463
(+6 X
0.463 )

36
0.222

36
0.33

******Created by ebook converter - www.ebook-converter.com******

LA GW
Stmp
6+

4X
0.694
(+ 4 X
0.694)

(+ 4 X
0.278)

0.139
15 X
0.33

+4 X
0.556
(+4 X
0.556 )

(0.33)

+4 X
0.463
(+4 X
0.463 )

12.8 4.3 6.7 3.1 12.3 7.3 11.9


(15.6)
(7.8) (6.0) (14.5) (9.7) (13.8)
Maneaters
LA 2HW
Stmp
6+

33 X
0.347
4X
0.694
(+ 4 X
0.694)

31 X
0.139

33 X 22 or 7
0.139
X
(+ 4 X 0.139
0.278) 15 X
0.33

33 X
0.278
4X
0.556
(+4 X
0.556 )

29 X
0.25
(0.333)

33 X
0.232
+4 X
0.463
(+4 X
0.463 )

36
0.33

14.2 4.3 4.6 3.1 11.4 7.3


9.5
(17.0)
(5.7) (6.0) (13.6) (9.7) (11.4)
Ironblaster
LA 2HW
4+

3X
0.232+
3X
0.347+
0.093

1.8
Thundertusk
LA 2HW
D6 Stmp
5+

4X
0.347+
3X
0.694+
6X
0.347

5.6

13 X
3X
4X
3X
0.056 0.075+ 0.042 0.208+
3X
9X
3X
0.139+ 0.056 0.278+
0.019 (0.185) 0.042

17 X
0.074
(0.185)

0.7

0.7

3X
21 X
0.139+ 0.074
3X
0.232 +
0.042

0.7
(1.8)

1.5

1.3
(3.1)

1.1

13 X
4X
0.074 0.185+
6X
0.139

4X
0.055
9X
0.074
(0.222)

4X
0.347
+3 X
0.694
+6 X
0.208

17 X
0.093
(0.222)

4X
0.347
+3 X
0.694
+6X
0.232

0.9

0.9
(2.2)

4.7

1.6
(3.8)

4.9

1.6

******ebook converter DEMO - www.ebook-converter.com*******

21
0.093

******Created by ebook converter - www.ebook-converter.com******

Combat Rating per point

Unit

Slaying Rank

Depletion
Rank

Slaying Rank

Depletion
Rank

Slaying vs Depletion Slaying vs Depletion


Sav. Orcs
vs
Chosen
vs
Sav. Orcs
Chosen
Ogre Bulls

46(33)

57(61)

48(38)

39(39)

HW & Shield

76
(94)

71
(113)

92
(114)

89

Ogre Bulls

29(20)

58(62)

31(39)

40(40)

HW & Shield
Horde

94
(117)

71
(113)

114
(147)

89

Gnoblars

108(108)

6(4)

108(108)

5(5)

12

32
(40)

10

40

17(14)

92(94)

8(7)

85(85)

113
(132)

116
(185)

196
(218)

143

11(3)

81(81)

12(5)

55(55)

130
(167)

87
(157)

180
(236)

108

2(1)

100(105)

1(1)

98(94)

168
(206)

145
(242)

284
(340)

178

8(5)

102(97)

3(2)

104(104)

135
(160)

148
(196)

238
(276)

243

105(107)

16(48)

101(103)

10(10)

17

44
(102)

22

54

Horde

Ironguts
Mournfang
Cavalry +Sh
Mournfang
Cavalry +GW
Maneaters
GW

Ironblaster

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Thundertusks

72(81)

50(82)

44(55)

32(32)

56

67
(159)

98

79

Orcs & Goblins


Swordsmen
S
D

Orc
Boyz
LA;
Shields
5+ 6+W

Orc
Boyz
LA;
Shields
5+ 6+W
Horde

Orc
Boyz
LA;
Shields
5+ 6+W

Realm Knights
S
D

5+;
6+W

@22S3
WS4

2+; 5+W

15 X
0.139
X 0.232

28 X
0.123

15 X
0.028
(0.075)

3.4

0.4
(1.1)

31 X
0.123

28 X
(lance16)
0.028
(0.075)

2.1
(3.5)
31 X
0.139
X 0.232

4.3
(7.2)
31 X
0.232
X 0.347

3.8
31 X
0.093

0.8
(2.1)
28 X
(lance16)
0.075
(0.139)

@22S3
14S5
+7S3 WS4
7X
0.093
15 X
0.123
(0.370)

Savage Orcs
S
D
@36S4
/S5 WS4

6+W

15 X
0.139
(0.208)

29 X
0.232 or
0.37

15
0.069
(0.139)

2.5
(6.2)

2.1
(3.1)

6.7
(10.7)

1.0
(2

7X
0.093
15 X
0.123
(0.370)

28 X
0.139
(0.208)

29 X
0.231 or
0.371

2
0.069
(0.139)

2.5
(6.2)

3.9
(5.8)

6.7
(10.8)

1.9
(3.

22 or7 X
0.093
15 X
0.278

28 X
0.208
(0.278)

29 X
0.173 or
0.278

28
0.139
(0.232)

******ebook converter DEMO - www.ebook-converter.com*******

6+W

Chosen

******Created by ebook converter - www.ebook-converter.com******

Biguns
Horde

7.2
(10.8)

Orc
Boyz

41 X
0.232
(0.347)

Biguns
2HW
6+
Horde

Savage
Orc
2HW
6+W

Savage
Orc
Biguns
2HW
6+W

Savage
Orc
Biguns
As above
Horde

2.9

31 X
0.139

2.1/
1.2
(3.9/
2.2)

2.0
(4.8)

5.8
(7.8)

5.0
(8.1)

3
(6

37 X
(lance21)
0.075
(0.139)

22 or 7 X
0.139
15 X
0.333

37 X
0.208
(0.278)

29 X
0.25
( 0.333)

37
0.139
(0.232

2.8/
1.6
(5.1/
2.9)

3.1
(6)

7.7
(10.3)

7.3
(9.7)

5.1
(8

9.5
(14.2)

4.3

29 X
0.139
(0.232)

28 X
0.185

29 X
0.028
(0.074)

7X
0.139
15 X
0.185
(0.370)

29 X
0.139
(0.208)

29 X
0.278
(0.370)

29
0.069
0.139

4.0
(6.7)

5.2

0.8
(2.1)

3.7
(6.5)

4.0
(6.0)

8.1
(10.7)

2.0
(4.0)

29 X
0.232
/0.347

28 X
0.139

29 X
0.075
/0.139

22 or 7 X
0.139
15 X
(0.278)

29 X
0.208
(0.278)

29
0.139
(0.232
=

6.7
(10)

3.9

2.1
(4.0)

3.1
(5.1)

6.0
(8.1)

51 X
0.232
(0.347)

31 X
0.139

46
(lance26)
0.075
(0.139)

22 or 7 X
0.139
15 X
(0.278)

46 X
0.208
(0.278)

29 X
X 0.208
X 0.278

11.8

3.9

3.5/2

3.1

9.6

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4
(6.7
46
0.139
(0.232)

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(17.7)
Night
Goblins
HW
Shield
/Netted
6+ 6+W

Night
Goblins

7 wide X
3
2HW
5+

Black
Orcs
7 wide X
3
GW
5+

(5.1)

(12.8)

(10

15 X
0.139

28 X
0.232/
0.154

15 X
0.028/

19 or 6 X
0.232/
0.154
13 X
(0.463/0.37)

15 X
0.139

29 X
0.37/0.232
(0.463/0.37)

15
0.069

2.1

6.5/4.3

0.4

4.4/2.9
(7.4/5.7)

2.1

10.7/6.7
(13.4/
10.7)

1.0

31 X
0.139

31 X
0.232
/0.154

28
(16lance)
X
0.028

22 or 7 X
0.232/
0.154
15 X
(0.463/0.37)

28 X
0.139

29 X
0.37/0.232
(0.463/0.37)

28
0.069

4.3

7.2/4.8

0.8
(0.4)

5.1/3.4
(8.6/6.6)

3.9

10.7/6.7
(13.4/
10.7)

22 X
0.232
(0.347)

28 X
0.111

22 X
0.075
(0.139)

22 or 7 X
0.111
15 X
0.333

22 X
0.208
(0.278)

29 X
0.208
(0.33)

22
0.139
(0.232)

5.1
(7.6)

3.1

1.7
(3.1)

2.4
(5.7)

4.6
(6.1)

6.0
(9.7)

3.1
(5.1)

15 X
0.347
(0.347)

28 X
0.111

15 X
0.185
(0.232)

22 or 7 X
0.111
15 X
0.333

15 X
0.347
(0.347)

29 X
0.208
(0.33)

15
0.347
(0.347)

5.2
(5.2)

3.1

2.8
(3.5)

2.4
(5.8)

5.2
(5.2)

6.0
(9.7)

5.2
(5.2)

As above
Horde

Black
Orcs

(6.4/
3.6)

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Trolls
4 wide X2
Stmp
Regen

Trolls
4 wide X2
Stmp
Agnst
Flaming

Trolls
WS3;
Vomit
Stmp
Regen

River
Trolls
WS3; Stmp
Regen

24 X
0.347
+4 X
0.694

31 X
0.111

24 X
0.139
+4 X
0.278

7X
0.083
15 X
0.111
(0.222)

24 X
0.278
+4 X
0.556

29 X
0.167
(0.222)

24
0.232
+4 X
0.463

11.1

3.4

4.4

2.2
(3.9)

8.9

4.8
(6.4)

7.4

24 X
0.347
+4 X
0.694

31 X
0.222

24 X
0.139
+4 X
0.278

7X
0.167
15 X
0.222
(0.444)

24 X
0.278
+4 X
0.556

29 X
0.333
(0.444)

24
0.232
+4 X
0.463

11.1

6.9

4.4

4.5
(7.8)

8.9

9.6
(12.9)

7.4

8X
0.694
+4 X
0.694

31 X
0.111

8X
0.278
+4 X
0.694

7X
0.083
15 X
0.111
(0.222)

8X
0.556
+4 X
0.556

29 X
0.167
(0.222)

8.3

3.4

2.2
(3.9)

6.7

4.8
(6.4)

5.9

24 X
0.347
+4 X
0.694

31 X
0.083

24 X
0.139
+4 X
0.278

7X
0.055
15 X
0.083
(0.167)

24 X
0.278
+4 X
0.556

29 X
0.125
(0.167)

24
0.232
+4 X
0.463

11.1

2.6

4.4

1.6
(2.9)

8.9

3.6
(4.8)

7.4

Combat Rating per point

Unit

Slaying Rank

Depletion Rank

******ebook converter DEMO - www.ebook-converter.com*******

Slaying Rank

Depletion Rank

0.463
+4 X
0.556

******Created by ebook converter - www.ebook-converter.com******

Slaying vs
Sav. Orcs

Depletion
vs
Sav. Orcs

Slaying vs
Chosen

Depletion
vs
Chosen

Orc Boyz

103(105)

22(23)

105(107)

12(12)

HW & Shield

23

47
(75)

20

59

Orc Boyz

87(91)

23(24)

90(93)

13(13)

HW & Shield
Horde

43

47
(75)

38

59

Orc Boyz

57(67)

17(19)

60(69)

29(29)

HW & Shield
Biguns Horde

64

45
(73)

78

76

54 (38)

47(37)

54(26)

58(58)

66
(88)

66
(89)

80
(134)

110

23(12)

48(35)

28(8)

59(59)

106
(140)

66
(88)

128
(214)

110

88(92)

2(2)

91(94)

2(2)

43

32/20
(40/32)

38

40/25

68(76)

70(69)

38(47)

74(74)

57

78
(126)

104

130

26(30)

34(25)

20(22)

21(21)

98

56
(75)

148

66

27(31)

29(19)

21(23)

24(24)

98

54
(72)

148

67

Savage Orc
Biguns
2 HW

Savage Orc
Biguns
2 HW Horde

Night
Goblins
Horde

Black Orcs
Trolls
River
Trolls

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Skav
Swordsmen

Clanrats
HW LA Shields
5+; 6+W

Clanrats
HW LA Shields
5+; 6+W
Horde

Clanrats
Spears LA
Shields
5+;

Clanrats
Spears LA
Shields

Realm
Knights
S
D

Savage
Orcs
S
D

Chosen

5+;
6+W
15 X
0.139

@22
28 X
0.185

2+;
5+W
15 X
0.028

2.1

5.2

0.4

3.2 2.1 8.9 1.0


(6.9)
(13.4)

31 X
0.139

31 X
0.185

28 X
0.028

6X
28 X
0.139 0.139
13 X
0.185
(0.463)

4.3

5.7

0.8

3.3 3.9 8.9 1.9


(6.9)
(13.4)

11

22 X
0.139

28 X
0.222

22 X
0.028

6X
22 X
0.167 0.139
13 X
0.222
(0.556)

36 X
0.37

3.1

6.2

0.6

3.9 3.1 10.7 1.5 13.3


(8.2)
(16.1)

41 X
0.139

28 X
0.222

29 X
0.028

6X
0.167
13 X

@22

6+W

6X
15 X
0.139 0.139
13 X
0.185
(0.463)

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29 X
0.139

@31
29 X
0.308
(0.463)

4+;
6+W
15 X
0.069

@37

29 X
28 X
0.308 0.069
(0.463)

29 X
22 X
0.37 0.069
(0.556)

29 X
29 X
0.37 0.069
(0.556)

36 X
0.308

11
36 X
0.308

36 X
0.37

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5+;
Horde

Stormvermin
HA Hlbrd
5+;

Stormvermin
HA Hlbrd
5+; Horde

Slaves
HW Shields
6+; 6+W

Slaves
HW Shields
6+; 6+W
Horde

0.222
(0.556)

5.7

6.2

0.8

3.9 4.0 10.7


(8.2)
(16.1)

15 X
0.232

28 X
0.167

15 X
0.075

6X
15 X
0.167 0.208
13 X
0.167
(0.417)

29 X
15 X
0.37 0.139
(0.556)

3.4

4.7

1.1

3.2 3.1
(6.4)

16.1

31 X
0.232

31 X
0.167

28 X
0.075

6X
28 X
0.167 0.208
13 X
0.167
(0.417)

29 X
28 X
0.37 0.139
(0.556)

7.2

5.2

2.1

3.2 5.8 10.7 3.9 13.3


(6.4)
(16.1)

15 X
0.139

28 X
0.232

15 X
0.028

19 or 15 X
29 X
15 X 36 X
6X
0.139
0.37 0.069 0.37
0.232
(0.463)
13 X
(16 no
(16 no
(0.463)
shields)
shields)

2.1

6.5

0.4

4.4 2.1 10.7 1.0 13.3


(7.4)
(13.4)

31 X
0.139

31 X
0.232

28 X 22 or7 28 X
0.028
X
0.139
0.232
15 X
(0.463)

29 X
28 X
0.37 0.069
(0.463)

4.3

7.2

0.8

10.7

5.1

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3.9

13.3
36 X
0.37

2.1 13.3
36 X
0.37

36 X
0.37

1.9 13.3

******Created by ebook converter - www.ebook-converter.com******

(8.6)
Gutter
Runners

28 X
0.185

31 X
0.208

28 X 22 or7 28 X
0.037
X
0.278
0.208
13 X
(0.347)

5.2

6.4

1.0

4.6 7.8
(6.0)

29 X
0.347
+ 4X
0.694
+ 8X
0.139

31 X
0.222

29 X
0.139
+ 8X
0.028

6X
0.167
13 X
0.222
(0.444)

14

6.9

4.3

3.9 11.4 9.7 9.1


(6.8)
(12.9)

22 X
0.139

28 X
0.222

22 X
0.028

6X
22 X
0.167 0.139
13 X
0.222
(0.444)

3.1

6.2

0.6

3.9 3.1 9.7 1.5


(6.8)
(12.9)

41 X
0.139

28 X
0.222

29 X
0.028

6X
29 X
0.167 0.139
13 X
0.222
(0.444)

29 X
29 X
0.333 0.069
(0.444)

5.7

6.2

0.8

3.9
(6.7)

9.7
(12.9)

6+W;

Rat Ogres
8 Ogres + 4 PM
LA
Stmp
No saves

Plague
Monks
2 HW

Plague
Monks

(13.4)

2 HW;
Horde

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29 X
0.278
+ 4X
0.556
+ 8X
0.139

29 X
28 X
0.278 0.185
(0.347)

8.1
(10)

36 X
0.37

5.2 13.3

29 X
29 X
0.333 0.232
(0.444) + 4X
0.463
+ 8X
0.069

29 X
22 X
0.333 0.069
(0.444)

36 X
0.333

12
36 X
0.333

12
36 X
0.333

12

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Combat Rating per point


Slaying Rank

Depletion Rank

Slaying Rank

Depletion Rank

Slaying vs
Sav. Orcs

Depletion
vs
Sav. Orcs

Slaying vs
Chosen

Depletion
vs
Chosen

89(93)

13(8)

92(95)

7(7)

43

40
(60)

38

50

Clanrats

81(86)

30(38)

84(88)

25(25)

Spears & Sh

44

54
(89)

40

67

90(94)

4(3)

93(96)

3(3)

43

27
(34)

38

33

58(68)

64(59)

61(70)

43(43)

64

75
(112)

78

93

37(42)

98(86)

39(48)

101(101)

86

137
(170)

104

226

12(16)

97(89)

11(15)

91(91)

125

132
(176)

182

164

82(87)

51(39)

85(89)

38(38)

44

68
(90)

40

84

Unit

Clanrats
HW & Shield
Horde

Slaves
Horde

Storm
Vermin
(Horde)

Gutter
Runners
Poisnd

Rat Ogres
Plague
Monks

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T Kings
Swordsmen

Skeleton
Warriors

5+;
6+W
15 X
0.139

@22
28 X
0.185

Realm
Knights
S
D
2+;
5+W
15 X
0.028

LA HW
Shield;
5+; 6+W

Skeleton
warriors

2.1

5.1

0.4

31 X
0.139

31 X
0.185

28 X
0.028

LA HW Shield
5+; 6+W
Horde

Skeleton
warriors
My Will LA
HW Shield
5+; 6+W
Horde

Skeleton

4.3

5.7

0.8

31 X
0.185

31 X
0.139

28 X
0.037

Savage Orcs

Chosen

@19

6+W

@31

19 or
6X
0.185
13 X
(0.463
)

15 X
0.139

29 X
0.308
(0.463 )

4+;
6+W
15 X
0.069

3.5
(7.1)
19 or
6X
0.185
13 X
(0.463
)

3.5
(7.1)
19 or 6
X
0.139
13 X
(0.347)

(+6.8
11.3C)

D
@
36
0.308

(+10C)

2.1

8.9
1.0
(13.4)

28 X
0.139

29 X
0.308
(0.463 )

28 X
0.069

(+5C)
+9.5C)

11
36
0.308

(+9.1

3.9

8.9
1.9
(13.4)

28 X
0.185

29 X
0.232
(0.347 )

28 X
0.069

(+1.5C)
+4.8C)

11
36 X
0.308

(+9.1C)

5.7

4.3

2.6
(5.3)

5.2

6.7
(10)

1.9

11

22 X

28 X

22 X

19 or

22 X

29 X

22 X

36

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******Created by ebook converter - www.ebook-converter.com******

Warriors

0.139

0.222

0.028

LA Spears
Shield
5+;

Skeleton
Warriors
LA Spears
Shield
5+;
Horde

Skeleton
Warriors
My Will LA
Spears Shield
5+;
Horde

3.1

6.2

0.6

41 X
0.139

31 X
0.222

37 X
0.028

6X
0.222
13 X
(
0.556)

4.2
(8.6)
19 or 6
X0.222
13 X
(0.556
)

0.139

LA Spear
Shield
4+;

0.069

(+7.6C)
+13C)

0.37

(+11.8

3.1

10.7 1.5
(16.1)

13.3

37 X
0.139

29 X
0.37
(0.556)

36 X
0.37

37 X
0.069

(+5.6C)
+11C)

(+10.8C)

5.7

6.9

4.2
(8.6)

5.1

10.7 2.5
(16.1)

13.3

41 X
0.185

31 X
0.167

37 X
0.037

19 or 6
X
0.167
13 X
(0.417
)

37 X
0.185

29 X
0.278
(0.417)

36 X
0.37

7.6

5.2

1.4

37 X
0.069

(+1.3C)
+5.3C)

6.8
3.2
(6.4)

Skeleton
Horsemen

0.37
(0.556 )

8.1
2.5
(12.1)

(+10.8C)

13.3

22 or 7 28 X 22 or 7 22 or 7 22 or
29 X
22 or
X
0.167
X
X
7X
0.206
7X
0.139
0.028 0.167; 0.139 ( 0.463) 0.069
15 X
15 X
15 X
15 X
15 X
(0.232)
(0.075) 0.463 (0.208)
(0.139)

36 X
0.2

3.1 4.7
(4.5)

10.7

0.6
(1.3)

3.7
(8.1)

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3.1
(4.1)

6.0
1.5
(13.4) (2.6)

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Skeleton
Chariots
2X 4 wide
D6 S4 Imps
5+

29 or 8 22 X 29 or 22 or 7 29 or 8
X
0.148
8X
X
0.139
0.139
0.028 0.148
21X
21X
21X
15 X (0.208)
(0.232)
(0.075) 0.444 (+12 X
(+12 X
(+12 X
0.417)
0.463)
0.463)

29 X 29 or 8
0.278
0.069
(0.444)
21X
(0.139)
(+12 X
0.278)
(+6.1/
4.4C)

4
3.3 0.8 3.3
4.0
8.1
2
(11.5)
(7.4) (7.7) (10.5) (12.9) (6.8)
Tomb
Guards

15 X
0.243

28 X
0.123

15 X
0.111

LA Shield KB
5+; 6+W

Tomb
Guards

29 X
0.232
(0.37 )

15 X
0.162

(+3.6/
7.6C)

3.4

1.7

2.2
(5.4)

3.1

31 X
0.243

31 X
0.123

28 X
0.111

6X
0.093
13 X
0.123
(0.37 )

28 X
0.208

10
36 X
0.232

(+6

6.7
2.4
(10.7)
29 X
0.232
(0.37 )

(+8/
3.2

28 X
0.162

(+0.9/
4.9C)

8.4
36 X
0.232

(+3.9

7.5

3.8

3.1

2.2
(5.4)

5.8

6.7
4.5
(10.7)

8.4

31 X
0.324

31 X
0.093

28 X
0.185

19 or 6
X
0.093
13 X
(0.278
)

28 X
0.278

29 X
0.173
(0.278 )

36 X
0.232

LA Shield KB
5+; 6+W
Horde

Necropolis

15 X
0.208

3.6

LA Shield KB
5+; 6+W
Horde

Tomb
Guards

6X
0.093
13 X
0.123
(0.37 )

36 X
0.278

10

2.9

5.2

17 X
0.243

28 X
0.056

17 X
0.111

1.8
(4.2)
22 or 7
X

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28 X
0.162

(+0C)

(+3.9

7.8

5.0
(8.0)

4.5

8.4

17 X
0.208

29 X
0.125

17 X
0.162

36 X
0.167

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Knights
4 wide X 2
Hide
KB; 3 X S5
Pois. Stmp
3+;

(0.348)
+ 12 X
0.37
4X
0.694

(0.167)
+ 12 X
0.37

0.056
15 X
0.222

agnst
KB.
D6 Stmp
5+;

9.6
(12)

agnst
Thundercrush;
KB.
D6 Stmp
5+;

3.6
7.8
(6.4) (9.2)

4X
13 X
4X
13 or
4X
17 X
0.347 0.055 0.347
4X
0.278
0.069
+ 3X
+4 X
0.055 + 3 X (0.083)
0.694
0.111
9X
0.556
+4 X
(0.167) (0.083) +4 X
0.243
0.208
( 0.347)
( 0.347) (+4CR)
+1.5C/
(+1.2C

4.4 0.7 1.8 0.7


3.6
(4.9)
(2.1) (0.9) (4.2)
Khemrian
Warsphinx

(0.222) (0.243)
+ 12 X
0.27
4X
0.463
(+2CR)
+0C

11.3 1.6 6.3 1.2


(13.1)
(7.3) (3.7)
Khemrian
Warsphinx

(0.348)
+ 12 X
0.324
4X
0.556

1.1
(1.4)

24 X
13 X
7X
13 or
15 X
17 X
0.139 0.055 0.028
4X
0.139
0.069
1X
1X
0.055
1X
(0.083)
0.417
0.278
9X
0.347
+ 3X
+4 X (0.083) + 3 X
0.694
0.111
0.556
+4 X
(
+4 X
0.243
0.167)
0.208
(0.348)
(0.347 )

6.8 0.7
(7.2)

0.9
(1.1)

0.7
4.9
(0.9) (5.5)

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1.1
(1.4)

4X
0.232
+ 3X
0.463
+4 X
0.162
(0.243
)

3.0
(3.3)
15 X
0.069
1X
0.347
+ 3X
0.463
+4 X
0.162
(0.243
)

3.4
(3.7)

(+2
+0.2C

6
21 X
0.069

(+4
+1.4C
(+1.1C)

1.4
21 X
0.069

1.4

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Combat Rating per point

Unit

Slaying Rank

Depletion Rank

Slaying Rank

Depletion Rank

Depletion after
Unstable
Crumbling

Slaying vs
Sav. Orcs

Depletion
vs
Sav. Orcs

Slaying vs
Chosen

Depletion
vs
Chosen

91(95)

56(64)

94(97)

49(49)

43

70
(115)

38

100

69(77)

14(21)

95(98)

50(50)

57

41
(74)

38

100

75

56
(104)

50

144

34
(45)

124
(318)

30
(52)

278

83 (21)

108(107)

86(25)

103(103)

44
(116)

260
(317)

40
(136)

242

59(69)

77(87)

50(60)

78(78)

64

84
(172)

90

135

38(43)

32(36)

51(61)

79(79)

86

55
(88)

90

135

24(15)

71(73)

15(14)

75(75)

Skeleton
Warriors
HW & Shield
Horde

Skeleton
Warriors
HW & Shield
Horde My Will

Skeleton
Warriors
Spears Shield
Horde My Will

Skeleton
Horsemen
LA; Sh; Spears

Skeleton
Chariots
Tomb
Guard
HW;Sh

Tomb
Guard
HW;Sh My
Will

Necropolis

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Knights

106
(132)

78
(139)

156
(184)

130

Warsphinx

95(85)

19(6)

73(79)

14(14)

40
(46)

109
(109)

60
(66)

105

Realm
Knights
S
D

Savage Orcs

Vampire Counts
Swordsmen
+ C=
additional
wounds from
being Unstable

Zombies
WS1
No save

5+;
6+W

@22

2+;
5+W

14 X
0.093

22 X
0.333

14 X
0.009

Chosen

@19

6+W

@31

4+;
6+W

19 or 6
X
0.333
13 X
0.556

14 X
0.093

29 X
0.444
(0.556)

14 X
0.046

(+11.6C)

Skeleton
warriors

1.3

7.3

0.1

6.3

1.3

12.9

0.6

31 X
0.139

31 X
0.185

22 X
0.028

22 or 7
X
0.185
15 X
0.463

31 X
0.139

29 X
0.308
(0.463 )

31 X
0.046

LA Shields
5+; 6+W
Horde

Crypt
Ghouls

(+15.4C

(+1.4C)

(+4.6C)

4.3

5.7

0.6

4.1
(8.2)

4.3

8.9
(13.4)

1.4

15 X
0.185

28 X
0.222

15 X
0.037

22 or 7
X
0.222

15 X
0.139

29 X
0.333
( 0.444)

15 X
0.069

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S3 Poisnd
No save

15 X
0.444
(+3.4C)

Crypt
Ghouls

2.8

6.2

0.6

4.9
(8.2)

2.1

9.7
(12.9)

31 X
0.185

31 X
0.222

28 X
0.037

22 or 7
X
0.222
15 X
0.444

28 X
0.139

29 X
0.333
( 0.444)

28 X
0.069

S3 Poisnd
No save
Horde

Grave
Guards

(+7.6C)

(+1.2C)

(+6.1C)

5.7

6.9

1.0

4.9
(8.2)

3.9

9.7
(12.9)

1.9

15 X
0.243

28 X
0.093

15 X
0.074

19 or 6
X
0.093
13 X
0.308

15 X
0.208

29 X
0.185
(0.308 )

15 X
0.162

HA HW Shield
KB
4+; 6+W

Grave
Guards
HA HW Shield
KB
4+; 6+W
Horde

Grave
Guards

(+10.1C

(+2.3C)

3.6

2.6

1.1

1.8
(4.6)

3.1

5.4
(8.9)

2.4

31 X
0.243

31 X
0.093

28 X
0.074

22 or 7
X
0.093
15 X
0.308

28 X
0.208

29 X
0.185
(0.308 )

28 X
0.162

(+0C)

7.5

2.9

2.1

2.0
(5.3)

5.8

5.4
(8.9)

4.5

31 X
0.348

31 X
0.148

28 X
0.204

22 or 7
X
0.148
15 X
0.444

28 X
0.348

29 X
0.278
(0.444 )

28 X
0.348

GW KB
5+;
Horde

(+0C)

10.8

4.6

5.7

3.3

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9.7

8.0

9.7

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(7.7)
Black
Knights
HA Lance
Shield Brd
KB
2+

Crypt
Horrors

7X
0.139
15 X
0.243
(0.347)

28 X
0.037

7X
22 or 7
0.028
X
15 X
0.037
0.111
15 X
(0.204) 0.222

10 Wraiths
GW
6+
Ethereal

2 X 4 wide
No save

29 X
0.111
(0.222 )

7X
0.046.
15 X
0.162
(0.348)

4.6
(6.1)

1.0

1.8 0.8
4.1
(3.3) (3.6) (6.2)

3.2
(6.4)

2.8
(5.5)

25X
0.27

28 X
0.074

25X
0.087

29 X
0.148
(0.222 )

25X
0.185

22 or 7
X
0.074
15 X
0.222

25X
0.278

(+1C/
2.4C)

6.8

2.1

2.2

1.6
(3.8)

7.0

4.3
(6.4)

4.6

7
X
0.139
11 X
0.347

7X
0.028
11 X
0.139

7X
0.139
11 X
0.278

7X
0.046
11 X
(0.232)

4.8
(6.2)
Vargheists

7X
0.139
15 X
0.208
(0.348)

(+0C)

2 X 4 wide
Poisond
Regen 5+

Hexwraiths

(12.9)

29 X
0.347

(+1.3C)

(+0C)

1.7
(2.3)

4.0

2.8

22 X
0.222

29 X
0.139

22 or 7
X
0.222
15 X
0.444

29 X
0.278

29 X
0.333
(0.444)

29 X
0.232

(+1.6C)

Cairn
Wraiths

10

4.9

4.0

4.9
(8.2)

8.1

9.7
(12.9)

6.7

24 X
0.347

24 X
0.139

24 X
0.278

24 X
0.232

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10 Wraiths
7 Wide
GW

8.3

Blood
Knights

7X
0.232
29 X
0.463
(0.463)

22 X
0.028

HA Lance
Shield Brd
2+

3.3

7X
22 or 7
0.075
X
29 X
0.028;
0.185
15 X
(0.309) 0.167

6.7

5.6

7X
0.208
29 X
0.371
(0.463)

29 X
0.083
( 0.167)

7X
0.139
29 X
0.278
(0.347)

(+0C)

15

0.6

5.9 0.6 12.2


2.4
9.0
(9.5) (2.7) (14.9) (4.8) (11.0)

Combat Rating per point

Unit
Depletion
includes
Unstable
Crumbling

Skeleton
Warriors

Slaying Rank

52(60)

100(102)

53(53)

47

68
(113)

28

103

92(96)

104(102)

96(99)

100(100)

43

158
(219)

38

221

60(70)

39(83)

52(62)

47(47)

64

59
(162)

90

98

107

96
(193)

194

124

80(59)

75(88)

75(40)

80(80)

Horde

Grave
G u a r d GW

Depletion
Rank

76(83)

Horde

Grave
G u a r d HW

Slaying Rank

Slaying vs Depletion Slaying vs Depletion


Sav. Orcs
vs
Chosen
vs
Sav. Orcs
Chosen

HW & Shield
Horde

Crypt
Ghouls

Depletion
Rank

Horde

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Black
Knights

45
(68)

83
(172)

56
(110)

135

Crypt
Horrors

42(48)

36(57)

49(59)

60(60)

77

58
(111)

92

114

Vargheists

31(36)

107(108)

23(27)

108(108)

89

219
(317)

134

311

9(4)

95(104)

13(6)

98(98)

134
(164)

120
(240)

180
(220)

200

Barded Lance

Blood
Knights

Warriors of Chaos
Swordsmen

Chaos
Warriors

5+;
6+W
36 X
0.308

@22

Khern
CA 2HW
4+

Chaos
Warriors

Realm
Knights
S
D
2+; 5+W

@22

28 X
36 X
22 or 7
0.083 (21lance)
X
0.099
0.083;
15 X
0.278

9.5

1.8

29 X
0.463

28 X
29 X
22 or 7
0.083 (21lance)
X
0.247
0.083;

Savage Orcs
S

6+W

@36

@43

36 X
0.278

29 X
0.167 or
0.278

4+;
6+W
36 X
0.139

36
0.222

5.0

9.5

29 X
0.347

36
0.222

3.5
1.95 10.0 4.8
(2.6) (3.53)
(8.1)

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Chosen

29 X
0.463

29 X
0.167
(0.278)

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Khern
CA GW
4+

Chaos
Warriors

15 X
0.278

13.4

2.3

22 X
0.463

28 X
22 X
22 or 7
0.083 (16lance)
X
0.247
0.083;
15 X
0.278

10.2

2.3

22 X
0.308

28 X
22 X
22 or 7
0.037 (16lance)
X
0.099
0.037;
15 X
0.148

Nurg
CA GW
4+

Chaos
Warriors
Tze
CA Shield
HW
3+ 5+W

Chaos
Warriors
Tze
CA
GW
4+ 6+W

Chaos
Marauders

7.2/
5.2

5.4

1.8 13.4 4.8 10.1


(4.8)
(8.1)
22 X
0.463

29 X
0.167
(0.278)

22 X
0.347

36
0.167

1.8 10.2 4.8


(4.8)
(8.1)

7.6

22 X
0.278

29 X
0.083
( 0.148)

22 X
0.139

36 X
0.111

0.8
(2.5)

6.1

2.4
(4.3)

3.1

22 X
0.463

28 X
22 X
22 or 7
0.069 (16lance)
X
0.247
0.069;
15 X
0.232

22 X
0.463

29 X
0.139
(0.232)

22 X
0.347

36 X
0.18

10.2

1.9

1.5 10.1 4.0


(4.0)
(6.7)

7.6

6.7

22 X
0.347

28 X
22 X
22 or 7
0.208 (16lance)
X
0.185
0.333;
15 X
0.417

22 X
0.278

29 X
0.333
(0.417)

22 X
0.232

36
0.444

7.6

5.8

6.1

9.7

5.1

16

6.8

Khern
GW LA
6+

2.2/
1.6

5.4
(4.0)

4.1/

7.3

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3
Chaos
Marauders
Khern
GW LA
6+
Horde

Chaos
Marauders
Tze
HW LA
Shields
5+; 5+W
Horde

31 X
37 X
22 or 7
0.208 (21lance)
X
0.185
0.333;
15 X
0.417

14.2

6.4

31 X
0.139

31 X
28 X
22 or 7
0.111 (13lance)
X
0.028
0.111
15 X
(0.278)

28 X
0.139

29 X
0.185
(0.278)

28 X
0.069

36
0.247

4.3

3.4

3.9

5.4
(8.1)

1.9

8.9

22 or
28 X
7X
0.125
0.139
Khern
15X
LA; Shields; (0.347)
Flails
4+

Tze; BoR;
HW&Sh
3+ 5+W

Chosen
Tze; BoR;
GW

(12.1)

41 X
0.347

6.8
(3.9)

0.8
(0.4)

37 X
0.278

29 X
0.333
(0.417)

37 X
0.232

7.3 10.2 9.7


8.6
(8.6)
(12.1)

2.4
(4.9)

36
0.444

16

22 or 7X
0.028
15X
(0.139)

22 or 7 22 or
29 X
22 or 36 X
X
7X
0.222
7X
0.296
0.125; 0.139 (0.347) 0.069
15 X
15X
15X
(0.347) (0.278)
(0.232)

3.1 3.5
(6.2)

0.6
(2.3)

2.8
3.1
6.4
1.5 10.7
(6.1) (5.1) (10.1) (4.0)

29 X
0.308

28 X
0.037

29 X
0.099

22 or 7
X
0.037
15 X
0.148

29 X
0.278

29 X
0.083
(0.148)

29 X
0.139

36 X
0.083

8.9

2.9

0.8
(2.5)

8.1

2.4
(4.3)

4.0

29 X
0.463

28 X
0.069

29 X
0.247

22 or 7
X
0.069

29 X
0.463

29 X
0.139
(0.232)

29 X
0.347

36 X
0.139

Marauder
Horsemen

Chosen

(8.6)

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4+ 6+W

Chosen
Khern; BoR;
GW
4+

Ogres
8 Khern
2HW CA
4+

Ogres
8 Khern
GW CA
4+

Chaos
Knights
Khern
CA; Brd +1S
2+

15 X
0.232

13.4

1.9

7.2

1.5
(4)

13.4

4.0 10.1
(6.7)

36 X
0.463

28 X
0.083

36 X
0.247

22 or 7
X
0.083
15 X
0.278

36 X
0.463

29 X
0.167
(0.278)

16.7

2.3

8.9

1.8 16.7 4.8 12.4


(4.8)
(8.1)

33 X
0.232
4X
0.463

28 X
0.111

33 X
0.075

7X
0.083
15 X
0.111
(0.37)

33 X
0.208
4X
0.417

9.5

3.1

2.5

2.2
(6.1)

8.5

29 X
0.347
4X
0.463

28 X
0.111

29 X
0.185

7X
0.083
15 X
0.111
(0.37)

29 X
0.347
4X
0.417

11.9

3.1

5.4

2.2 11.7 6.4 11.2


(6.1)
(10.7)

29 X
0.463
+7X
0.232

28 X
0.028

29 X
0.185
+7X
0.075

22 or 7
X
0.028
15 X
(0.167)

29 X
0.371
+7X
0.208

29 X
0.083
(0.167)

29 X
0.232
+7X
0.139

36 X
0.111

15.1

0.8

5.9

0.6

12.2

2.4

7.7

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29 X
0.222
(0.37)

36 X
0.347

33 X
0.139
4X
0.278

6.4
5.7
(10.7)
29 X
0.222
(0.37)

29 X
0.347
4X
0.278

5
36 X
0.167

6
36 X
0.222

8
36 X
0.222

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(2.7)
Chaos
Knights
Tze
BoR
CA; Brd +1S
2+; 6+W

(4.8)

22 X
0.463
+7X
0.232

28 X
0.023

22 X
0.185
+7X
0.075

22 or 7
X
0.023
15 X
(0.167)

22 X
0.371
+7X
0.208

29 X
0.069
(0.139)

22 X
0.232
+7X
0.139

36 X
0.093

11.8

0.6

4.6

0.5
(2.7)

9.6

2
(4)

6.1

3.3

Combat Rating per point

Unit

Chaos
Warriors

Slaying Rank

Depletion Rank

Slaying Rank

Depletion Rank

Slaying vs
Sav. Orcs

Depletion
vs
Sav. Orcs

Slaying vs
Chosen

Depletion
vs
Chosen

3(6)

74(72)

7(11)

81(81)

150

82
(136)

200

136

19(25)

53(68)

19(21)

61(61)

111

68
(114)

152

114

53(63)

9(14)

55(64)

15(15)

67

38
(68)

62

64

18(24)

43(29)

14(17)

54(54)

112

63
(79)

172

104

43

34

38

56

Khern GW

Chaos
Warriors
Tze GW

Chaos
Warriors
Tze
HW & Shield

Chaos
Marauders
Khern GW
Horde

Chaos
Marauders

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Tze
HW &SH
Horde

(51)

Marauder
Horsemen

34

112
(176)

30

187

32(37)

24(33)

55(64)

15(15)

Tze 19.5
BOR HW Sh

89

47
(84)

80

59

Chosen

5(9)

79(75)

56(56)

59

Tze 19.5
BOR GW Sh

147

86
(144)

202

108

Chosen

1(2)

86(85)

2(4)

69(69)

Khern 20
BOR GW sh

184

98
(166)

248

123

129

113
(189)

224

141

10(13)

88(100)

17(19)

92(92)

134

102
(206)

154

172

Swordsmen

Realm
Knights
S
D

Chosen

Chaos
Ogres
GW Khern 53

Chaos
Knights
Khern 43

Wood Elves

S
5+;
6+W

D
@22S3
WS4

2+;
5+W

@22S3
15S5
+7S3
WS4

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Savage Orcs

Chosen

6+W

D
@36S4
/S5
WS4

4+;
6+W

D
@43S4

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Eternal
Guard

29 X
0.185

28 X
0.167

29 X
0.037

22 or 7
X
0.167
15 X
0.417

29 X
0.185

29 X
0.278
(0.417)

5.4

4.7

1.1

3.7
(7.4)

5.4

8.1
4.0
(12.1)

31 X
0.232

22 X
0.111

28 X
0.075

22 or 7
X
0.111
15 X
0.222

28 X
0.208

29 X
0.167
(0.222)

28 X
0.139

7.2

2.4

2.1

2.4
(4.1)

5.8

4.8
(6.4)

3.9

41 X
0.185
(0.308)

31 X
0.208

5+

Dryads
5+ FS

Wardancers
6+W

Wardancers
4+W

Wild
Riders
LA; Spear
5+; 5+FS

37 X 22 or 7 37 X
0.037
X
0.185
(0.099) 0.208 (0.278)
15 X
0.347

29 X
0.139

29 X
37 X
0.278
0.069
(0.347) (0.139)

7.6
6.4
(12.6)

1.4
(3.7)

31 X
0.185
(0.308)

31 X
0.125

28 X 22 or 7 28 X
0.037
X
0.185
(0.099) 0.125 (0.278)
15 X
0.209

29 X
28 X
0.167
0.069
(0.209) (0.139)

5.7
(9.5)

3.9

1
(2.8)

4.8
1.9
(6.1) (3.9)

14(7) X
0.139
22
(15)X

28 X
0.111

14(7)
X
0.028
22

13.3
0.222

0.278

6.8
8.1
2.6
4.6 (10.3) (10.1) (5.1)
(6.7)

2.8
(4)

5.2
(7.8)

22 or 7 14(7)X
X
0.139
0.111
22
15 X
(15)X

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29 X
0.185
(0.278)

14(7)
X
0.069
22

0.167

0.

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0.308
(0.463)

Warhawk
Riders
2x4 wide
Stomp
6+;

Tree Kin
2x4 wide
4+; 5+ FS

Treeman
3+ ; 5+FS

(15)X
0.099
(0.185)

0.278

0.278
(0.371)

8.7
(7.9)

3.1

9X
0.139
(0.232)
4X
0.232
4X
0.278

31 X
0.208

3.3

6.4

0.6
(1)

4.6
3.2
1.7
9.7
(7.7) (3.8) (12.1) (2.4)

25 X
0.347
4X
0.694

31 X
0.028

25 X
0.139
4X
0.37

22 or 7
X
0.028
15 X
0.139

25 X
0.278
4X
0.556

29 X
0.074
(0.139)

25 X
0.185
4X
0.463

11.5

0.9

0.6
(2.3)

9.2

2.1
(4)

6.5

5X
0.347
3X
0.694

13 X
0.019

5X
0.185
3X
0.463

13 or 4
X
0.019
9X
0.074

5X
0.347
3X
0.694

17 X
0.028
(0.074)

5X
0.347
3X
0.694

3.8

0.2

2.3

0.2
(0.7)

3.8

0.5
(1.3)

3.8

2.6
(3)

2.4
8.1
(4.9) (6.5)

(15)X
0.139
(0.232)

9 X 22 or 7
9X
0.028
X
0.139
(0.075) 0.208 (0.208)
4X
15 X
4X
0.075 0.417
0.208
4X
0.278

Combat Rating per point


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5.3
(8.1)

4
(4)

29 X
9X
0.333
0.069
(0.417) (0.139)
4X
0.139
4X
0.139

0.444

0.099

0.037

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Slaying Rank

Depletion Rank

Slaying Rank

Depletion Rank

Slaying vs
Sav. Orcs

Depletion
vs
Sav. Orcs

Slaying vs
Chosen

Depletion
vs
Chosen

Eternal
Guard

66(74)

85(77)

56(65)

89(89)

59

97
(145)

80

160

Dryads

61(71)

37(27)

62(71)

45(45)

64

58
(77)

78

96

Wardancers

48(23)

101(93)

80(54)

95(95)

+1A

75
(113)

146
(182)

52
(102)

180

Wardancers

70(44)

80(54)

97(72)

57(57)

4+W

57
(86)

86
(110)

38
(78)

108

Wild
Riders

33(54)

99(101)

57(66)

102(102)

89
(72)

138
(210)

80
(80)

231

Treekin

25(29)

20(34)

26(30)

31(31)

101

46
(87)

130

78

94(98)

3(9)

63(75)

4(4)

42

24
(62)

76

38

Unit

Treeman

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Appendix 3
565 points per unit
KEY (with reference to Beastmen).
Most important figures are: The number of rounds before losing Steadfast and the Modifier of the first break test to be
taken after losing Steadfast.
e.g. For Gors with no saves below
-3.3 = This is the number of rounds of combat these Gors will last against Savage Orcs of the
same number of points. They then have to take a Break test at -4 to their Leadership.
The more negative this number the longer the unit will last. If this number is positive
the unit WINS against Savage Orcs. If it is zero, it loses combat in the first round.
-3.5 = This is the number of rounds of combat these Gors will last against Chosen of the
same number of points. They then have to take a Break test at -15.3 to their
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Leadership.
KO = The whole unit has been/has to be wiped out
W = The unit wins combat. The figures that follow shows what happens in each round of combat until a clear
winner emerges.
+1 = the unit wins from this round onwards with a modified break test given in the
usual column.
-1 = the unit loses from this round onwards with a modified break test given in the
usual column.
WKO = Units remains Steadfast until the test unit is wiped out after x rounds
+S = a Steadfast break test made by the test unit i.e Chosen or Savage Orcs
-S = Steadfast break test by the unit
(S) is sometimes followed by a number.

565
pts
Army

Savage Orc Biguns


( ) = 1st round
S
D
48
WS4; 3X
S4; 6+W

Unit
Name
No of
models
in the
Unit

Slaying
Depletion Slaying
Depletion
Probability Probability Probability Probability
Number
of rounds
before failing Steadfast
Positive = SOrcs or
Chosen take Break Test

Tze Chosen
GW BOR +1AS
S
D
23;
WS6; 3X
S6; 3+
6+W
Always 7
wide

0 = Unit takes a non


S te a d fa s t break test
when charged by or
c ha r gi ng Chosen (or
Savage Orcs)

> 9 = no winners or
loser remains Steadfast W/__/ = Sav orc or
for whole battle
Chosen lose combat but
remain Steadfast for
/__rounds and break
Steadfast after /_ rounds
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1st modified break


test. Modifier
(Positive = taken by
enemy unit ie SOrcs
or Chosen)

KO = all models slain


= Needed against
Stubborn/Unbreakable
units

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Beastmen
Gors
77 noS

11X
0.139

29 X 0.25
(0.333)

22X
0.047

29X
0.556

1.5

7.3
(9.7)

1.0

16.1

-5.1
Gors
68 HW & Sh

11X 0.139

1.5

-3.9
29 X 0.173
(0.278)

22X
0.047

29X
0.463

5.0
(8.1)

1.0

13.4

-8.0
Ungors
110 HW & Sh

11X 0.139

1.5

16 X 0.139

21X 0.308
(0.463)

28X
0.047

29X
0.463

6.8
(10.2)

1.3

13.4

21X 0.37
(0.556)

37 X
0.047

29X
0.556

7.8
(11.7)

1.7

16.1

-6.8
19 X 0.463
4X
0.556

-5.3/-12.

-7.1

2.2

Minotaurs
8 GW

-3.5/-12.4

-4.0

-12
Ungors
90 Spear & Sh
Horde

-5.8/-15.1

29 X 0.25
(0.333)

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-5.6/-14

-4.7
19X 0.386
4X
0.371

29X
0.556

-0.7/-10.3

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11.0

7.3
(9.7)

8.8

16.1

0
Centigors
LA Sh, Spear
21

16X 0.208
(0.278)

29 X 0.167
(0.278)

16X 0.104
(0.185)

29X
0.556

3.3
(4.4)

4.8
(8.1)

1.7
(3.0)

16.1

0
Centigors
LA Sh, GW
19

16X 0.347

5.6

0
29 X 0.167
(0.278)

16X 0.29

4.8
(8.1)

4.3

29X
0.556

11X 0.347

0
29 X 0.208
(0.333)

3.8

-4.3/-12.9

16.1

0
Bestigors
44

-5/-15

6
(9.7)

11X 0.29

29 X 0.556

3.2

16.1

1st modified
break test @

-5.9/-12.9

-1.8

Bretonnia
Lance always
Errant
26 + Errantry
Banner

10 or (19)X
0.139
21X
(0.347)

21X
0.099
(0.185)

1.4
(9.9)

2.1
(3.9)

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10 or
(19)X
0.047
21X
(0.29)

0.5

21X
0.247

-0.7/
5.2

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(7)
W,+S/-1
Knights of the
Realm 22

10 or (16)X
0.139
18X
(0.278)

21X
0.075
(0.139)

1.4
(7.2)

1.6
(2.9)

W,+S/-1
Men at Arms
107

11X 0.208

2.3

W,+1
10 or
(16)X
0.047
18X
(0.185)

Pegasus Knights
9

3(14)X
0.139
7(16)X
0.347

-0.2/-3.7
5.2

0.5
(4.1)
0/-S/-1

25X
0.444
(0.556)

11X 0.104

11.1
(13.9)

1.1

-7.2
Questing Knights
19

21X
0.247

25X
0.556

-8.8/-12.8

13.9
-6.6

21X
0.111
(0.185)

3(14)X
0.047
7(16)X
0.29

21X
0.309

2.8
2.3
(7.5)
(3.9)
W,+S/-1

2.2
(5.3)

6.5

6X
0.208
7X
0.139
(0.278)
3X
0.417

29X
0.083
(0.148)

6X
0.104
7X
0.047
(0.185)
3X
0.208

29X
0.309

3.5

2.4

1.6

8.9

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-0.5/-1.2

-1.5
-1.9/-6

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(4.4)

(4.3)

(2.5)

0
Grail Knights
14

3(11)X
0.139
9(23)X
0.278
(0.463)

0
21X
0.075
(0.139)

3(11)X
0.047
9(23)X
0. 104
(0.29)

29X
0.247

2.9
1.6
(12.2)
(2.9)
W,+S/-1

1.1
(7.2)

7.2

-0.7/

Draw/-1

Daemons
Break test based
on 2 dice
probability @Ld9
Bloodletters
44 KB

11X 0.463
/0.493)

29 X 0.222
(0.278)

11X 0.278
/0.313

29 X 0.371

/ = with Herald

5.1
6.4
/5.4
(8.1)
KO 5.1 rounds
Daemonettes
44 AP

16X 0.185
(0.247)

29 X 0.222
(0.278)

3.1
10.8
/3.4
KO 1.9 rounds
16X 0.069
(0.105)

29 X 0.371

/ = with Herald

3
6.4
(4)
(8.1)
KO 3.9 rounds
Plaguebearers
44
Poisnd

11 X 0.278

29 X
0.222/0.167
(0.296/0.222)

1.1
10.8
(1.7)
KO 2.6 rounds
11 X
0.139

29 X 0.371
(0.278)

/ = with Herald
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3.1

6.4/4.8
(8.6/6.4)

KO 8.7 rounds
Horrors
39 Changeling

11X 0.139

1.5

10.8
/8.1

KO 3 rounds

29 X
11X 0.047
0.296/0.222
(0.371/0.278)

29 X 0.371/
0.278

/ = with Herald

1.5

8.6/6.4
(10.8/8.1)

KO 3 rounds
Flesh Hounds
14
Karanak
No Cmd

19(15)X
0.371
(4X 0.493)

29 X 0.167
(0.222)

10.8
(8.1)

KO 2.9 rounds
19(15)X
0.185
(4X 0.278)

29 X 0.371

/ = with Karanak

7/7.5

4.8
(6.4)

KO 8.8 rounds
Flamers
16
Skirmish
No Cmd

0.5

3.5/
10.8
3.9
KO 1.3 rounds

11X 0.278

29 X 0.222
(0.296)

11X 0.185

29 X 0.371

3.1

6.4
(8.6)

10.8

KO 2.4 rounds

KO 1 round

Dark
Elves
DE Spearmen
78

16X 0.139
(0.209)

25 X 0.278
(0.417)

16X 0.047
(0.071)

25 X 0.556

2.2
(3.3)

7
(10.4)

0.75
(1.1)

16.1

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-4.8/-14.3

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-6.4
DE Xbows
49

-3.6

11X 0.139
(0.209)

25 X 0.232
(0.347)

11X 0.047
(0.071)

1.5
(2.3)

5.8
(10.8)

0.5
(0.8)

0
DE Black Guard
40 Stubborn

16X 0.371

25X 0.278
(0.417)

7.0
(10.4)
KO -5.2

11X 0.463
(0.618)

25X 0.278
(0.417)

5.1

7.0
(10.4)

7X 0.278
(0.417)
6 X 0.139
(0.209)
3X0.556

25 X 0.556

2.5

13.9

KO 2.9
11X
0.301
(0.452)

25 X 0.556

13.9

3.3
(4.9)
-2.1

25X 0.056
(0.104)

4.4
1.4
(5.8)
(2.6)
W/+S/D/KO

13.4

16X 0.156

0
War Hydra

-4.3/-12.9

-2.2

5.9

Executioners
44

25 X 0.463

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7X 0.185
(0.278)
6 X 0.069
(0.071)
3X0.371

29 X 0.111

2.8
(3.5)

3.2

/-2.7

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Dwarfs
Dwarf Warriors
Sh
60
4+ 6+W

48

WS4; 3X
S4; 6+W

23;

WS6; 3X S6;
3+ 6+W
25 X 0.463

11X 0.139
(0.209)

25X 0.139
(0.232)

11X 0.047

1.5
(2.3)

3.5
(5.8)

0.5

-2/-11.1

-6.2
Dwarf Warriors
GW
54
5+

-3.4

11X 0.278
(0.417)

25X 0.208

3.1
(4.6)

5.2

11X 0.185

2.0

22 X 0.278
(0.371)
horde

21X 0.139
(0.232)
5 wide

11X 0.104

6.1
(8.2)

2.9
(4.9)

1.1

25X 0.463

+3.2/-10.5
11.6
-2.5

19 X 0.463
(0.617)
Horde

21 X 0.208
(0.33)
5 wide

11 X 0.29

8.8
(11.7)

4.4
(7)

3.2

25X 0.556

+4.7/-10.7

W
Ironbreakers
41
3+; 6+W

13.9
-2.8

W
Hammerers
44
5+

25X 0.556

-2.1/-11.9

-5.6
Longbeards Sh
49
4+ 6+W

11.6

13.9
-2.1

11 X 0.278
(0.371)

25 X 0.104
(0.185)

3.1
(4.1)

2.6
(4.6)

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11 X
0.104

1.1

25X 0.386

/-8
9.7

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D/W

-2.2

S
48

D
WS4; 3X S4; 6+W
11X 0.047 25X 0.463

Empire
Emp Swordsmen
76
5+ 6+W

11X 0.139

25X 0.232
(0.347)

1.5

5.8
(8.7)

-4.3/-11.1
0.5

-7.4

11.6

Emp Halberdiers
89
6+

11X 0.208

-4.8

25X 0.444
(0.556)

11X 0.104

11.1
(13.9)

1.1

2.3

-8.8/-12.8
13.9

-5.1
Emp Great
Swords
48
4+
Stub

11X 0.278

3.1

25X 0.556

-5.3

29X 0.222
(0.347)

6.4
(10.1)
KO 5.9

11X 0.185

25X 0.556

2.0

13.9
KO 3.5

Emp Knightly Ord


GW
22 2+

7X 0.139
15X 0.278

29X 0.111
(0.209)

7X 0.047
15X 0.185

29X 0.371

7 wide

5.1

3.2
(6.1)

3.1

10.7

0
Emp Inner Circle
Lance
21
(or 19
Reiksguard)

7X 0.139
15X 0.208
(0.347)

-2.1/-7.3

0
29X 0.056
(0.139)

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7X 0.047
15X 0.104
(0.29)

29X 0.278

-0.4/-3.8
Stubborn
Reiksguard

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1+

4.1
(6.2)

1.6
(4.0)

1.9
(4.7)

W/+S/-1
Emp
Demigryph
9

9X 0.278
7 X 0.208
(0.347)
3X 0.556

29 X 0.056
(0.139)

5.6
1.6
(6.6)
(4.0)
W/+S/WKO after 7.4

KO9.3 against
SO
KO 2.4 against
Chosen

0
9X 0.232
7X 0.104
(0.29)
3X 0.371

29 X 0.278

3.9
(5.2)

.5/-10.9

rounds

High
Elves
HE Spearmen
5+
60

S
48

D
WS4; 3X
S4; 6+W

21X 0.209

S
23;

D
WS6; 3X S6;
3+ 6+W
Always 7
wide

25X 0.278
(0.417)

21X 0.047

25X 0.556

7
(10.4)

4.4

-2.6/-12.9

-4.5
Lothern Seaguard
Sh 5+
41

21X 0.209

4.4

-2.9

25X 0.278
(0.417)

21X 0.047

7
(10.4)

0
Swordmasters

16X 0.493

13.9

25X 0.556

-6/-12.9
13.9
-1.5

25X 0.278

******ebook converter DEMO - www.ebook-converter.com*******

16X 0.185

25X 0.556

******Created by ebook converter - www.ebook-converter.com******

35

(0.417)

7.9

7
(10.4)
0/Draw/KO

Phoenix Guard
35

11X 0.371

25X 0.139
(0.209)

4.1

3.5
(5.2)
0/Draw/KO

Dragon Princes
17

16X 0.247
(0.493)
5X 0.139

25X 0.111
(0.209)

4.6
2.8
(8.6)
(5.2)
W;+S/-1
White Lions
35
Stubborn

11X 0.617

25X 0.278
(0.417)

6.8

7
(10.4)
KO - 3.5

13.9

-2.5/-10.9

-1.1
11X 0.104

25X 0.278

-1.1/-5.9
1.1

7
-2.1

16X 0.047
(0.185)
5X 0.047

25X 0.495

1
(3.2)

12.4

-0.2/-9.2

0
11X 0.29

25X 0.556

-3.6/-10.7
3.2

13.9

KO - 2.5

Lizard
men
Saurus
Sh 48
4+ 6+W

16X 0.208

29 X 0.185 16X 0.104


(0.308)

******ebook converter DEMO - www.ebook-converter.com*******

29 X 0.463

-5.6/-11.7

******Created by ebook converter - www.ebook-converter.com******

3.3

5.4
(8.9)

1.7

0
Saurus
Spears
44
5+

36X 0208
Horde

-2.1
21 X 0.278 21X 0.104
(0.444)

7.5

5.8
(9.3)

11X 0.139

29 X 0.556

-1.8/-13.9

2.2

0
Skinks
108

13.4

16.1
-1.5

29 X 0.463 11X 0.069


(0.463)

29 X 0.463

-11.9/-12.6

6+ 6+W

1.5

13.4

0.8

-5.4
Temple
Guard
33
4+

16X 0.278

-6.9

29 X 0.167 16X 0.185


(0.278)

4.4

4.8
(8.1)

19X 0.347

6.6

4X
0.278

-3.7/-13
16
0

29 X 0.222
(0.37)

19X 0.29

6.4
(10.7)

5.5

29 X 0.556

-6.1/-12.6

0
Stegadon
1

29 X 0.556

0
Kroxigors
10
No Cmd
4+

13.4

16.1
0

17
X 0.074/

******ebook converter DEMO - www.ebook-converter.com*******

4X
0.185

17X
0.333

******Created by ebook converter - www.ebook-converter.com******

4+

+3X
0.556
(+4X
0.556)
+5 X
0.139

0.278
X (0.093/
0.373)

+3X
0.371
(+4X
0.371)
+5 X
0.047

/0.463

3.5
(5.7)

1.3/4.7
(1.6/6.3)

2.1
(3.6)

5.7/
7.9

0
Ancient
Stegadon
1
3+

-4.6/-8.3

3X
0.347
+3X
0.556
(+4X
0.694)
+5 X
0.139

17X
0.056/
0.186
X
(0.074/
0.273)

3X
0.29
+3X
0.578
(+4X
0.578)
+5 X
0.047

17
0.278/
(0.371)

3.4
(6.2)

1.0/3.2
(1.3/4.6)

2.8
(5.2)

4.7
/6.3

-2.4/-5.1

Ogres
Ogre Bulls Iron
Fist
16
5+ 6+W
4 wide

25 X
0.208
+4 X 0.417
(+4X 0.417
)

29 X 0.232
(0.37)

6.7
(10.7)

6.9
(8.5)
0

******ebook converter DEMO - www.ebook-converter.com*******

25X 0.104
+4 X
0.208
(+4 X
0.208

29 X 0.463

-3.2/-9.1
13.4

3.4
(4.3)
0

******Created by ebook converter - www.ebook-converter.com******

Ogre Bulls
2HW
6+
17
4 wide

29 X
0.208
4X
0.417
(+4X 0.417
)

29 X
0.333
(0.444)

9.7
(12.9)

7.7
(9.4)

29X 0.104
4 X 0.208
(+4 X
0.208

3.8
(4.7)
0

25 X
0.347
4X
0.417
(+4 X 0.417
)

29 X
0.278
X (0.444)

10.3
(12.0)

8.1
(12.9)

25X 0.29
+4 X
0.208
(+4 X
0.208)

28 X
0.069

2.0

Maneaters
HA; GW
8
5+
4 wide

25 X
0.347
+4 X
0.556
(+4 X
0.556 )

29 X 0.556

-1.9/-7.2

16.1
8.1
(8.9)

0
Gnoblars
216
Horde
No saves

-3.5/-11.4

16.1

0
Ironguts
12
5+
4 wide

29 X 0.556

0
29 X 0.444
X 0.556

12.9
(16.1)
-15.3
29 X
0.25
(0.33)

******ebook converter DEMO - www.ebook-converter.com*******

16X 0.015

0.2

29 X 0.556

16.1

Optimum
combat
155

-12.2
25X 0.347
+4 X
0.371
(+4 X
0.371)

29 X 0.556

-2/-9

******Created by ebook converter - www.ebook-converter.com******

12.3
(14.5)

7.3
(9.7)

16.1
10.1
(11.6)

W+S/-1
Sabretusks
26 (52 wounds)
No Cmd
No saves

29 X
0.208

29 X
0.25
X
0.333

16X 0.104

6.0

7.3
(9.7)

1.7

-5.7/-17.4

0
Mournfang
Cavalry
GW
7 (4 +3)
4+

25 X
0.347
+16 X
0.278
+4 X
0.556
(+6 X
0.556 )

29 X
0.222
(0.37)

25X 0.278
+4 X 0.556
(+4 X 0.556

29 X
0.25
(0.333)

9.2
(11.4)

7.2
(9.7)

25 X
0.29
+16 X
0.185
+4 X
0.371
(+6 X
0.371 )

29 X 0.556

11.7
(13.9)

16.1

4X

-4/-

0
25X 0.185
+4 X
0.371
(+4 X
0.371

29 X
0.556

16.1

6.1
(7.6)

0
Thundertusk

16.1
-0.4

15.3
6.4
(18.7)
(10.7)
W+S/-1
Yhetees
-1WS
12 (4 wide)
No Cmd no saves

29 X 0.556

0
17 X

******ebook converter DEMO - www.ebook-converter.com*******

4X

17 X

-0.2/-16.1

******Created by ebook converter - www.ebook-converter.com******

1
5+

0.347
+3 X
0.694
+6 X
0.208

0.093
(0.222)

0.29
+3 X
0.578
+6 X
0.104

0.333

4.7

1.6
(3.8)

3.5

5.7

-3.1/-2.2

Orcs &
Goblins
Orc
75
HW & Sh
5+6+W

11 X 0.139
(0.208)

29 X 0.232
(0.37)

11 X 0.047
(0.104)

29 X 0.463

1.5
(2.3)

6.7
(10.7)

0.5
(1.1)

13.4

-5.4
Orc Biguns
58
HW & Sh
5+6+W

-4.1

11 X 0.208
(0.278)

29 X 0.174
(0.278)

2.3
(3.1)

5.0
(8.1)

11 X
0.104
(0.185)

29 X 0.463

-2.7/-12.3
13.4

1.1
(2.0)

-6.0
Savage Orc
58
2HW
6+W

-5.2/-12.9

-3.2

46 X 0.139
(0.208)
Horde

29 X
0.278
(0.37)

6.4
(9.6)

8.1
(10.7)

******ebook converter DEMO - www.ebook-converter.com*******

21 X
0.047
(0.104)

1
(2.2)

29 X
0.463

13.4

-1.7/-12.4

******Created by ebook converter - www.ebook-converter.com******

-5.6

-3.2

Savage Orc
48
2HW
Biguns
6+W

21 X
0.104
(0.185)

51 X 0.208
+(0.278)
+
(1.5X0.556)
Horde

-2.5
51 X 0.208
+(0.278)

10.6
(14.2)

10.6
(15.0)

21 X
0.104
(0.185)
+
(1.5X0.37)

28 X
0.127

29 X
0.254
(0.386)

3.6

7.4
(11.2)
-13.3 WKO

Black Orcs
41
GW/HW&Sh
5+/4+ 6+W

11 X 0.347
/0.208

6.0/4
(9.7/6.7)

-2.3
28 X
0.028

25 X
0.278

29 X
0.463

13.4

0.8

29 X
0.556/0.463

3.2
/1.1

16.1
/13.4
-0.5

29 X
0.167

******ebook converter DEMO - www.ebook-converter.com*******

Optimum
Combat

128

-11.4

0
Trolls
16

/-12

2.2
(5.4)

29 X
11 X 0.29
0.208/0.139
/0.104
(0.333/0.232)

3.8
/2.3

29 X
0.463

13.4

Draw/W
Night Goblins
163
Horde w Nets
6+ 6+W

-11

13.4

2.2
(3.9)
==

Savage Orc
Biguns
Stabbas
46
6+W

29 X
0.463

25 X
0.185

29 X
0.278

-4.4/-12.3

******Created by ebook converter - www.ebook-converter.com******

4 wide No Cmd
Regen

(0.222)

4.8
(6.4)

-3.4/-3.5
4.6

8.1

Skav
Horde unless
stated
Clanrats
Sh; 5+6+W
121

28 X 0.139

29 X 0.308
(0.463)

3.9

8.9
(13.4)
-12.3 WKO

Slaves
Sh No Std
6+ 6+W
223

Stormvermin
5+
67

28 X 0.139

29 X 0.37
(0.463)

3.9

10.7
(13.4)
-12.3WKO

28 X 0.208

29 X 0.37
(0.556)

5.8

10.7
(16.1)

28 X
0.047

36X0.139

13.4

1.3

Optimum
Combat

134

-9.0 KO
28 X
0.047

29 X 0.463
Optimum
Combat

13.4

1.3

120

-16.6 KO
28 X
0.104

29 X 0.556

-4.9/-13.2
16.1

2.9

-3.9
Giant Rats
2 PM
No Std no saves
183

29 X 0.463

-3.2

29 X 0.444
(0.556)

36X0.047

12.9

1.7

******ebook converter DEMO - www.ebook-converter.com*******

29 X 0.556

16.1

Optimum
Combat

14

******Created by ebook converter - www.ebook-converter.com******

(16.1)
-9.6 WKO
Gutter Runners
6+W
Skrmsh Psnd
33

28 X 0.232

29 X 0.37
(0.556)

6.5

10.7
(16.1)

-10.4
28 X
0.078

33 X 0.278
4X0.556

29 X 0.333
(0.444)

11.4

9.6
(12.8)

46 X 0.139

6.4

13.4
0

33 X
0.185
4X0.371

29 X 0.556

-3.4/-8.5
16.1

7.6

0
Plague Monks
No saves
77

-8.2/-15.2

2.2

0
Rat Ogres
6 PM
12RO
4 wide No Cmd
No saves

29 X 0.463

0
29 X 0.333
(0.444)

9.6
(12.8)

46 X
0.047

29 X 0.556

-3.2/-13.9
16.1

2.2

-6.6 (WKO next round)

-4.2

T Kings
Skeletons
Sh
6+ 6+W
Horde
133

28 X 0.139

29 X 0.37
(0.463)

3.9

10.7
(13.4)

KO 6.6 rounds
Skeleton Chariot
4 wide 5+
9

29 or 8
0.139
21X

29 X
0.278
(0.444)

******ebook converter DEMO - www.ebook-converter.com*******

28 X
0.031

0.9

29 X 0.463

13.4

KO 5.3 rounds
29 or 8
0.031
21X

29 X
0.556

******Created by ebook converter - www.ebook-converter.com******

(0.208)
(+12 X
0.417)

(0.047)
(+12 X
0.208)

4.0
8.1
(10.5)
(12.9)
KO 1 rounds

4.0
16.1
(10.5)
KO 2 rounds

Tomb Guard
KB HW
5+ 6+W
Horde
48

28X
0.208

Necropolis
Knights
3+ KB Psnd
8

17 X
0.208
(0.348)
+ 12 X
0.324
4X
0.556

29 X
0.232

5.8
6.7(+1C)
KO 6.2 rounds
29 X
0.125
(0.222)

9.6
3.6
(12.0)
(6.4)
W+S/+S/+S/KO
Ushabti
5+ GW
10
4 wide

25X
0.347
4X 0.417

29 X
0.208

10.3
6.0
W+S/+S/+S/KO
Warsphinx

4X
0.208
(0.348)
4X
0.278
+ 3X

17 X
0.069
(0.083)

******ebook converter DEMO - www.ebook-converter.com*******

28X
0.139

29 X
0.463

3.9
13.4(+9C)
KO 2.1 rounds
17 X
0.139
(0.208)
+ 12 X
0.216
4X
0.371

29 X
0.463

6.4
13.4(+7C)
(7.6)
0 (0.3 round KO)
25X
0.29
4X 0.208

29 X
0.556

8.1
16.1(+9C)
0 (0.1 round KO)
4X
0.139
(0.208)
4X
0.185
+ 3X

17 X
0.111

******Created by ebook converter - www.ebook-converter.com******

0.556

0.371

3.6
1.2
(4.2)
(1.4)
0 (3 round KO)

2.4
1.6
(2.7)
0 (2 round KO)

Vampire
Counts
Zombies
185
Horde No saves
WS1
No Champ

28 X 0.093

25 X 0.444
(0.556)

28 X0.031

25 X 0.556

2.6

11.1+8C
(13.9+11C)

0.9

13.9+13C

KO 5.5rounds
Ghouls
55
Horde No Std
Psnd No saves

37 X 0.278

25 X 0.333
(0.444)

10.3

8.3 (+3C)
(11.1+2C)

KO 4.4 rounds
Skeleton Warriors
107
Horde
5+ 6+W; WS2

28 X 0.139

25 X 0.308
(0.463)

3.9

7.7
(11.6+7C)

KO 8.7 rounds
Grave Guard
44
Horde
KB; HA; GW
5+

28 X 0.348

25 X 0.278
(0.444)

9.7

7
(11.1+2C)

KO 4.4 rounds
******ebook converter DEMO - www.ebook-converter.com*******

+C = additional
wounds form
Unstable

KO 3.5 rounds
37 X
0.139

5.1

25 X 0.556

+C = additional
wounds form
Unstable

13.9+7C

KO 1.9 rounds
28 X
0.031

0.9

25 X 0.463

+C = additional
wounds form
Unstable

11.6

KO 4.8 rounds
28 X
0.301

8.4

25 X
0.556

13.9+4C

KO 2.5 rounds

+C = additional
wounds form
Unstable

******Created by ebook converter - www.ebook-converter.com******

Black Knights
20
Barded; Lance
KB
2+

11 X 0.208
(0.348)
5 X 0.139

29 X 0.111
(0.222)

3
(4.5)

3.2 +3C
(6.4+2C)

KO 2.9 rounds
Crypt Horrors
14
4 wide Psnd
No Std 5+ Regen

25 X 0.278

29 X 0.148
(0.222)

4.3 +1C
(6.4 +2C)

KO 6.6 rounds
Blood Knights
10
2+

21 X 0.370
(0.463)
5 X 0.208

29 X 0.083
(0.167)

8.8
2.4
(10.8)
(4.8)
W+S/+S/-KO
Cairn Wraiths
10
No Cmd

20 X 0.278

1.7
(3.5)
KO 0.3 rounds
25 X
0.139

3.5

29 X 0.296

+3CR or+4
charging

3.8
W/Draw or 10 KO
******ebook converter DEMO - www.ebook-converter.com*******

+C = additional
wounds form
Unstable

8.6

KO 2.1 rounds
21 X 0.185
(0.347)
5 X 0.104

29 X
0.371

+C = additional
wounds form
Unstable

4.4
10.8
(7.8)
KO 0 rounds
+3CR or+4
charging

3.7
W or 11 KO

+C = additional
wounds form
Unstable

10.8 +7C

+3CR or+4
charging

11 X 0.278
5 X 0.139

29 X 0.371

20X 0.185

5.6
Hexwraiths
10
No Cmd

11 X
0.139
(0.301)
5 X 0.031

11 X
0.185
5 X 0.047

+3CR or+4
charging

2.3
5.5 or 4.5 KO

+C = additional
wounds form
Unstable

******Created by ebook converter - www.ebook-converter.com******

Wood
Elves
Dryads 47
No comd
Stub in Forest

22 X
0.208

21X
0.167
(0.222)

21 X
0.104

29 X
0.371

4.6

3.5
(4.7)

2.2

10.8

Loses combat
when
charging/charged
in 1st round
against both
units
By

-4.1 and 12.6


13.1 KO
Eternal Guard
44

16 X
0.185

29X
0.278
(0.417)

8
(12.1)

4.4 KO
16 X
0.047

29 X
0.556

0.8

16.1

0
Glade Guard
45

11 X
0.139

29X
0.333
(0.417)

11 X
0.047

29 X
0.556

1.5

9.7
(12.1)

0.5

16.1

16 X
0.185
(0.278)

-9/-15.3

-1.8

0
Wardancers
30 No std 6+W
+1A
Stub in Forest

1st modified
break test @

-1.8
29X
0.278
(0.347)

3
8.1
(4.4)
(10)
2.5 KO
******ebook converter DEMO - www.ebook-converter.com*******

16 X
0.047
(0.104)

29 X
0.347

0.7
(1.7)

10
3 KO

1st modified
break test @

-8.2/-15.6

******Created by ebook converter - www.ebook-converter.com******

Wardancers
30 No std 4+W
Stub in Forest

Treekin
8 No comd

28X
0.185
(0.278)

29X
0.167
(0.209)

28X
0.047
(0.104)

29 X
0.209

5.2
4.8
(7.8)
(6.1)
5.9 KO

1.3
6.1
(2.9)
4.9 KO

19 X
0.278
4X
0.556

21X
0.074
(0.139)

19 X
0.185
4X
0.371

29 X
0.296

7.5

1.5
(2.9)

8.6

5 wide

+2/-

+5.7
Treeman
1 Stub

1st modified
break test @

Stub in
KO =
14 and 2.8

5X
0.463
3X
0.694

17 X
0.056
(0.111)

5X
0.29
3X
0.578

17 X
0.247

4.4

1.0
(1.9)

3.2

4.2

-4.1

1.4

Warriors
of Chaos
Chaos Warrior
Khern GW &Sh
28

29X 0.463

21 X 0.167
(0.278)

21 X 0.29

29 X 0.556

13.4

3.5
(5.8)

6.1

16.1

******ebook converter DEMO - www.ebook-converter.com*******

1st modified
break test @

+9.9

******Created by ebook converter - www.ebook-converter.com******

+2.4
Chaos Warrior
Tze GW &Sh
28

-0.8

22 X 0.463

21 X 0.139
(0.232)

16 X 0.29

29 X 0.463

1st modified
break test @

10.1

2.9
(4.9)

4.6

13.4

+7.2/-8.8

1st modified
break test @

+2.8
Chaos Warrior
Tze HW&Sh
32

-1.0

29 X 0.278

21 X 0.104
(0.185)

21 X 0.104

29 X 0.386

8.1

2.2
(3.9)

2.2

11.2

+3.5
Chaos Warrior
Khern Halberd
29

-1.1

29 X 0.371

21 X 0.167
(0.278)

21 X 0.185

29 X 0.556

1st modified
break test @

10.8

3.5
(5.8)

3.9

16.1

+7.3/-12.2

+3.1
Chaos Warrior
Tze Halberd
30

-0.5

22 X 0.371

21 X 0.139
(0.232)

16 X 0.185

29 X 0.463

1st modified
break test @

8.2

2.9
(4.9)

3.0

13.4

+5.3/-10.4

+4.0
Marauders
Khern GW LA
85
Horde

-0.7

29 X 0.278

21 X 0.333
(0.417)

11 X
0.232

29 X 0.556

1st modified
break test @

8.1

7.0
(8.8)

2.6

16

+1.1/KO

29 X 0.463

1st modified
break test @

+1
Marauders
Tze GW,

+5.9

22 X 0.278

21 X 0.278
(0.347)

******ebook converter DEMO - www.ebook-converter.com*******

-5.3
11 X
0.148

******Created by ebook converter - www.ebook-converter.com******

LA
87
Horde

6.1

5.8
(7.3)
21 X 0.185
(0.278)

3.9
(5.9)

/KO

-8.1

29 X 0.463

21 X 0.111
(0.208)

21 X 0.29

21 X 0.333

1st modified
break test @

13.4

2.3
(4.4)

6.1

KO/-1.1

36 X 0.463

21 X 0.167
(0.278)

26 X 0.29

29 X 0.417

1st modified
break test @

16.7

3.5
(5.8)

7.5

12.1

KO/-4.6

36 X 0.278

22 X 0.104
(0.185)

29 X 0.104

36 X 0.29

1st modified
break test @

10

2.3
(4.1)

3.0

10.4

KO/-7.4

+4.8
Chosen
Tze HW& Sh
+1S; BoR
23

10.8

0.4

+2.9
Chosen
Tze HW& Sh
+1A: BoR
23

1st modified
break test @

11 X
0.037

+3.6
Chosen
Khern GW&Sh
+1A
22

29 X 0.371

-6.5

-15.5
Chosen
Khern GW & Sh
+1T
22

+0.3/KO

1.6

+1
Marauders
22 X 0.139
Tze; HW; LA&Sh
87
Horde
3.1

13.4

22 X 0.371

21 X 0.083
(0.148)

8.2

1.7

******ebook converter DEMO - www.ebook-converter.com*******

22 X
0.185

4.1

36 X
0.29

10.4

1st modified break test


@

KO/-6.3

******Created by ebook converter - www.ebook-converter.com******

(3.1)
+5.9
Chosen
Tze HW&Sh
+1T
23

22 X 0.371

21 X 0.07
(0.139)

8.2

1.5
(2.9)

22 X
0.104

2.3

+5.9
Chosen
Tze GW&Sh
+1A
21

29 X 0.463

21 X 0.139
(0.232)

29 X 0.29

13.4

2.9
(4.9)

8.4

22 X 0.463

21 X 0.093
(0.173)

29 X
0.347

10

10.2

2.0
(3.6)

22 X
0.347

29 X
0.278

7.6

1st modified break test


@

KO/-1.6

8.1

1st modified break test


@

KO/-0.5

5 X 0.208 +
21 X 0.371

29 X 0.042
(0.111)

8.8

1.2
(3.2)

5X 0.104+ 29 X
21 X
0.278
0.185

4.4

+4.9
Chaos Knights
Tze Ensc
12

KO/-4.4

+4.7
Chaos Knights
Khern Ensc
12

6.7

1st modified break test


@

+3.6
Chosen
Tze GW&Sh
+1T
21

29 X
0.232

8.1

1st modified break test


@

+7.8/-5.7

5 X 0.208 +
21 X 0.371

29 X 0.035
(0.093)

8.8

1.0
(2.7)
+4.9

******ebook converter DEMO - www.ebook-converter.com*******

5 X 0.104 29 X
+
0.232
21 X
0.185

6.7

4.4
0

1st modified break test


@

+7.8/-4.3

******Created by ebook converter - www.ebook-converter.com******

Chaos Ogres
Khern GW
10

19X 0.347
+
4 X 0.417

29 X 0.278
(0.444)

8.1
(12.9)

8.3

19X 0.29
+4X
0.208

6.3

0
Chaos Ogres
Khern GW CA
9

19X 0.347
+
4 X 0.417

6.4
(10.7)

19X 0.29
+4X
0.208

6.3

0
Chaos Ogres
Tze CA
12

19X 0.208
+ 4 X 0.417

29 X 0.185
(0.308)

5.6

5.4
(8.9)

19X 0.347
+
4 X 0.417

5.4
(8.9)

18X 0.278
+
4 X 0.417

1st modified break test


@

-5.4/-11.8

2.8

13.4

1st modified break test


@

-6.3/-11.6

19X 0.29
+4X
0.208

6.3

29 X
0.463

13.4

1st modified break test


@

-2.6/-8.1

0
29 X 0.167
(0.222)

4.8
(6.4)

6.7

16.1

19X 0.104 29 X
+4X
0.463
0.208

0
Trolls
12
No Cmd

29 X
0.556

0
29 X 0.185
(0.308)

8.3

-8.6/-11.8

0
Chaos Ogres
Tze GW CA
9

16.1

1st modified break test


@

0
29 X 0.222
(0.37)

8.3

29 X
0.556

18X 0.185 29 X
+4X
0.278
0.208

4.2

8.1
0

Daemonic Instability test


******ebook converter DEMO - www.ebook-converter.com*******

1st modified break test


@

-1.7/-4.9

******Created by ebook converter - www.ebook-converter.com******

CR lost by

1
2
3
4
5
6
7
8
9
10 or more

Probable
total no. of
wounds lost
by
Instability
test
0.56
0.97
1.56
2.28
3.11
4.03
5
5.97
6.94
6.94 (or 7)

Appendix 4 - Shooting
******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

6 or BS1

S3 vs T3
5 or BS2

4 or BS3

3 or BS4

2 or BS5

0.083
0.069
0.069

0.167
0.139
0.139

0.25
0.208
0.208

0.333
0.278
0.278

0.417
0.348
0.348

5+AS

0.029
0.028
0.028

0.058
0.055
0.055

0.116
0.111
0.111

0.173
0.167
0.167

0.232
0.222
0.222

0.29
0.278
0.278

5+AS
6+W
5+ 5+W

0.023
0.019

0.046
0.037

0.093
0.074

0.139
0.111

0.185
0.148

0.232
0.185

0.014

0.028

0.056

0.084

0.111

0.139

0.021
0.021

0.042
0.042

0.084
0.084

0.125
0.125

0.167
0.167

0.209
0.209

0.018
0.014

0.035
0.028

0.07
0.056

0.104
0.083

0.139
0.111

0.174
0.139

0.012

0.023

0.047

0.069

0.093

0.116

0.009
0.007

0.019
0.014

0.037
0.028

0.055
0.042

0.074
0.056

0.093
0.07

0.005
0.007

0.009
0.014

0.019
0.028

0.028
0.042

0.037
0.056

0.047
0.07

no save 0.042
6+W
0.035
6+AS
0.035
6+AS
6+W
5+W

5+AS
Regen
Reg
or
4+W
4+AS
4+AS
6+W
3+AS
3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS

S3 AP vs T3
7

6 or BS1 5 or BS2 4 or BS3 3 or BS4 2 or BS5

no save 0.042

0.083

0.167

0.25

6+W
******ebook converter DEMO - www.ebook-converter.com*******

0.333

0.417

******Created by ebook converter - www.ebook-converter.com******

0.035
0.042

0.069
0.083

0.139
0.167

0.208
0.25

0.278
0.333

0.348
0.417

5+AS

0.035
0.028
0.035

0.069
0.055
0.069

0.139
0.111
0.139

0.208
0.167
0.208

0.278
0.222
0.278

0.348
0.278
0.348

5+AS
6+W
5+ 5+W

0.029
0.023

0.058
0.046

0.116
0.093

0.173
0.139

0.232
0.185

0.29
0.232

0.018

0.035

0.07

0.104

0.139

0.174

0.021
0.028

0.042
0.055

0.084
0.111

0.125
0.167

0.167
0.222

0.209
0.278

0.023
0.021

0.046
0.042

0.093
0.084

0.139
0.125

0.185
0.167

0.232
0.209

0.018

0.035

0.07

0.104

0.139

0.174

0.014
0.014

0.028
0.028

0.056
0.056

0.083
0.083

0.111
0.111

0.139
0.139

0.009
0.007

0.019
0.014

0.037
0.028

0.055
0.042

0.074
0.056

0.093
0.07

6+AS
6+AS
6+W
5+W

5+AS
Regen
Reg
or
4+W
4+AS
4+AS
6+W
3+AS
3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS

S3 Poisoned vs T3
7

6 or BS1 5 or BS2 4 or BS3 3 or BS4 2 or BS5

no save 0.167
6+W
0.139
6+AS
0.139

0.167
0.139
0.139

0.25
0.208
0.208

0.333
0.278
0.278

0.417
0.348
0.348

0.5
0.417
0.417

6+AS
6+W
5+W

0.116
0.111

0.173
0.167

0.232
0.222

0.29
0.278

0.348
0.333

0.116
0.111

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

5+AS

0.111

0.111

0.167

0.222

0.278

0.333

5+AS
6+W
5+ 5+W

0.093
0.074

0.093
0.074

0.139
0.111

0.185
0.148

0.232
0.185

0.278
0.222

0.056

0.056

0.084

0.111

0.139

0.167

0.084
0.084

0.084
0.084

0.125
0.125

0.167
0.167

0.209
0.209

0.25
0.25

0.07
0.056

0.07
0.056

0.104
0.083

0.139
0.111

0.174
0.139

0.208
0.167

0.047

0.047

0.069

0.093

0.116

0.139

0.037
0.028

0.037
0.028

0.055
0.042

0.074
0.056

0.093
0.07

0.111
0.083

0.019
0.028

0.019
0.028

0.028
0.042

0.037
0.056

0.047
0.07

0.055
0.083

6 or BS1

5 or BS2

4 or BS3

3 or BS4

2 or BS5

0.056
0.047
0.047

0.111
0.093
0.093

0.167
0.139
0.139

0.222
0.185
0.185

0.278
0.232
0.232

5+AS

0.019
0.019
0.019

0.039
0.037
0.037

0.078
0.074
0.074

0.116
0.111
0.111

0.154
0.148
0.148

0.193
0.185
0.185

5+AS
6+W
5+ 5+W

0.016
0.013

0.031
0.025

0.062
0.049

0.093
0.074

0.123
0.099

0.154
0.123

5+AS
Regen
Reg
or
4+W
4+AS
4+AS
6+W
3+AS
3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS

S3 vs T4

no save 0.028
6+W
0.023
6+AS
0.023
6+AS
6+W
5+W

******ebook converter DEMO - www.ebook-converter.com*******

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5+AS
Regen
Reg
or
4+W
4+AS
4+AS
6+W
3+AS
3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS

0.01

0.019

0.037

0.056

0.074

0.093

0.014
0.014

0.028
0.028

0.056
0.056

0.084
0.084

0.111
0.111

0.139
0.139

0.012
0.009

0.023
0.019

0.047
0.037

0.07
0.056

0.093
0.074

0.116
0.093

0.008

0.016

0.031

0.047

0.062

0.078

0.006
0.005

0.013
0.009

0.025
0.019

0.037
0.028

0.049
0.037

0.062
0.046

0.003
0.005

0.006
0.009

0.013
0.019

0.019
0.028

0.025
0.037

0.031
0.046

S3 AP vs T4
7

6 or BS1 5 or BS2 4 or BS3 3 or BS4 2 or BS5

no save 0.028
6+W
0.023
6+AS
0.028

0.056
0.047
0.056

0.111
0.093
0.111

0.167
0.139
0.167

0.222
0.185
0.222

0.278
0.232
0.278

5+AS

0.023
0.019
0.023

0.047
0.037
0.047

0.093
0.074
0.093

0.139
0.111
0.139

0.185
0.148
0.185

0.232
0.185
0.232

5+AS
6+W
5+ 5+W

0.019
0.015

0.039
0.031

0.078
0.062

0.116
0.093

0.154
0.123

0.193
0.155

0.012

0.024

0.047

0.07

0.093

0.116

0.014

0.028

0.056

0.084

0.111

0.139

6+AS
6+W
5+W

5+AS
Regen
Reg
or
4+W

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

4+AS

0.019

0.037

0.074

0.111

0.148

0.185

4+AS
6+W
3+AS

0.016
0.014

0.031
0.028

0.062
0.056

0.093
0.084

0.123
0.111

0.154
0.139

0.012

0.023

0.047

0.07

0.093

0.116

0.009
0.009

0.019
0.019

0.037
0.037

0.056
0.056

0.074
0.074

0.093
0.093

0.006
0.005

0.013
0.009

0.025
0.019

0.037
0.028

0.049
0.037

0.062
0.046

3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS

S3 Poisoned vs T4
7

6 or BS1 5 or BS2 4 or BS3 3 or BS4 2 or BS5

no save 0.167
6+W
0.139
6+AS
0.139

0.167
0.139
0.139

0.222
0.185
0.185

0.278
0.232
0.232

0.333
0.278
0.278

0.389
0.324
0.324

5+AS

0.116
0.111
0.111

0.116
0.111
0.111

0.154
0.148
0.148

0.193
0.185
0.185

0.232
0.222
0.222

0.27
0.259
0.259

5+AS
6+W
5+ 5+W

0.093
0.074

0.093
0.074

0.123
0.099

0.154
0.123

0.185
0.148

0.216
0.173

0.056

0.056

0.074

0.093

0.111

0.13

0.084
0.084

0.084
0.084

0.111
0.111

0.139
0.139

0.167
0.167

0.195
0.195

0.07

0.07

0.093

0.116

0.139

0.163

6+AS
6+W
5+W

5+AS
Regen
Reg
or
4+W
4+AS
4+AS
6+W

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

3+AS
3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS

0.056

0.056

0.074

0.093

0.111

0.13

0.047

0.047

0.062

0.078

0.093

0.108

0.037
0.028

0.037
0.028

0.049
0.037

0.062
0.046

0.074
0.056

0.087
0.065

0.019
0.028

0.019
0.028

0.025
0.037

0.031
0.046

0.037
0.056

0.043
0.065

S3 AP vs T5-T8
7

6 or BS1 5 or BS2 4 or BS3 3 or BS4 2 or BS5

no save 0.014
6+W
0.012
6+AS
0.014

0.028
0.023
0.028

0.056
0.047
0.056

0.083
0.069
0.083

0.111
0.093
0.111

0.139
0.116
0.139

5+AS

0.012
0.009
0.012

0.023
0.019
0.023

0.047
0.037
0.047

0.069
0.055
0.069

0.093
0.074
0.093

0.116
0.093
0.116

5+AS
6+W
5+ 5+W

0.01
0.008

0.019
0.015

0.039
0.031

0.058
0.046

0.078
0.062

0.097
0.077

0.006

0.012

0.024

0.035

0.047

0.058

0.007
0.009

0.014
0.019

0.028
0.037

0.042
0.055

0.056
0.074

0.07
0.093

0.008
0.007

0.016
0.014

0.031
0.028

0.046
0.042

0.062
0.056

0.078
0.07

0.006

0.012

0.023

0.035

0.047

0.058

0.005

0.009

0.019

0.028

0.037

0.047

6+AS
6+W
5+W

5+AS
Regen
Reg
or
4+W
4+AS
4+AS
6+W
3+AS
3+AS
6+W
3+AS
5+W
2+AS

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

0.005

0.009

0.019

0.028

0.037

0.046

0.003
0.002

0.006
0.005

0.013
0.009

0.019
0.014

0.025
0.019

0.031
0.023

S3 Poisoned vs T5-T8
7
6 or BS1

5 or BS2

4 or BS3

3 or BS4

2 or BS5

no save 0.167
6+W
0.139
6+AS
0.139

0.167
0.139
0.139

0.194
0.162
0.162

0.222
0.185
0.185

0.25
0.208
0.208

0.278
0.232
0.232

5+AS

0.116
0.111
0.111

0.116
0.111
0.111

0.135
0.129
0.129

0.154
0.148
0.148

0.173
0.167
0.167

0.193
0.185
0.185

5+AS
6+W
5+ 5+W

0.093
0.074

0.093
0.074

0.108
0.086

0.123
0.099

0.139
0.111

0.154
0.123

0.056

0.056

0.065

0.074

0.084

0.093

0.084
0.084

0.084
0.084

0.097
0.097

0.111
0.111

0.125
0.125

0.139
0.139

0.07
0.056

0.07
0.056

0.081
0.065

0.093
0.074

0.104
0.083

0.116
0.093

0.047

0.047

0.054

0.062

0.069

0.078

0.037
0.028

0.037
0.028

0.043
0.032

0.049
0.037

0.055
0.042

0.062
0.046

0.019

0.019

0.021

0.025

0.028

0.031

2+
AS
5+W
1+AS

6+AS
6+W
5+W

5+AS
Regen
Reg
or
4+W
4+AS
4+AS
6+W
3+AS
3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W

******ebook converter DEMO - www.ebook-converter.com*******

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1+AS

0.028

0.028

0.032

0.037

0.042

0.046

6 or BS1 5 or BS2 4 or BS3 3 or BS4 2 or BS5

S4 vs T3

no save 0.056
6+W
0.047
6+AS
0.056

0.111
0.093
0.111

0.222
0.185
0.222

0.333
0.278
0.333

0.444
0.37
0.444

0.556
0.463
0.556

5+AS

0.047
0.037
0.047

0.093
0.074
0.093

0.185
0.148
0.185

0.278
0.222
0.278

0.37
0.296
0.37

0.463
0.371
0.463

5+AS
6+W
5+ 5+W

0.039
0.031

0.078
0.062

0.154
0.123

0.232
0.185

0.308
0.247

0.386
0.309

0.024

0.047

0.093

0.139

0.185

0.232

0.028
0.037

0.056
0.074

0.111
0.148

0.167
0.222

0.222
0.296

0.278
0.371

0.031
0.028

0.062
0.056

0.123
0.111

0.185
0.167

0.247
0.222

0.309
0.278

0.023

0.047

0.093

0.139

0.185

0.232

0.019
0.019

0.037
0.037

0.074
0.074

0.111
0.111

0.148
0.148

0.185
0.185

0.013
0.009

0.025
0.019

0.049
0.037

0.074
0.056

0.099
0.074

0.123
0.093

6+AS
6+W
5+W

5+AS
Regen
Reg
or
4+W
4+AS
4+AS
6+W
3+AS
3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS

S4 AP vs T4
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no save 0.056
6+W
0.047
6+AS
0.056

6 or BS1 5 or BS2 4 or BS3 3 or BS4 2 or BS5

0.111
0.093
0.111

0.222
0.185
0.222

0.333
0.278
0.333

0.444
0.37
0.444

0.556
0.463
0.556

5+AS

0.047
0.037
0.056

0.093
0.074
0.111

0.185
0.148
0.222

0.278
0.222
0.333

0.37
0.296
0.444

0.463
0.371
0.556

5+AS
6+W
5+ 5+W

0.047
0.037

0.093
0.074

0.185
0.148

0.278
0.222

0.37
0.296

0.463
0.371

0.028

0.056

0.111

0.167

0.222

0.278

0.028
0.047

0.056
0.093

0.111
0.185

0.167
0.278

0.222
0.37

0.278
0.463

0.039
0.037

0.078
0.074

0.154
0.148

0.232
0.222

0.308
0.296

0.386
0.371

0.031

0.062

0.123

0.185

0.247

0.309

0.025
0.028

0.049
0.056

0.099
0.111

0.148
0.167

0.197
0.222

0.247
0.278

0.019
0.019

0.037
0.037

0.074
0.074

0.111
0.111

0.148
0.148

0.185
0.185

6 or BS1 5 or BS2 4 or BS3 3 or BS4 2 or BS5

6+AS
6+W
5+W

5+AS
Regen
Reg
or
4+W
4+AS
4+AS
6+W
3+AS
3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS
S4 vs T4

no save 0.042
6+W
0.035
6+AS
0.042

0.083
0.069
0.083

0.167
0.139
0.167

0.25
0.208
0.25

6+AS
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0.333
0.278
0.333

0.417
0.348
0.417

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6+W
5+AS

0.035
0.028
0.035

0.069
0.055
0.069

0.139
0.111
0.139

0.208
0.167
0.208

0.278
0.222
0.278

0.348
0.278
0.348

5+AS
6+W
5+ 5+W

0.029
0.023

0.058
0.046

0.116
0.093

0.173
0.139

0.232
0.185

0.29
0.232

0.018

0.035

0.07

0.104

0.139

0.174

0.021
0.028

0.042
0.055

0.084
0.111

0.125
0.167

0.167
0.222

0.209
0.278

0.023
0.021

0.046
0.042

0.093
0.084

0.139
0.125

0.185
0.167

0.232
0.209

0.018

0.035

0.07

0.104

0.139

0.174

0.014
0.014

0.028
0.028

0.056
0.056

0.083
0.083

0.111
0.111

0.139
0.139

0.009
0.007

0.019
0.014

0.037
0.028

0.055
0.042

0.074
0.056

0.093
0.07

S4 AP vs T4
7

6 or BS1

5 or BS2

4 or BS3

3 or BS4

2 or BS5

no save 0.042
6+W
0.035
6+AS
0.042

0.083
0.069
0.083

0.167
0.139
0.167

0.25
0.208
0.25

0.333
0.278
0.333

0.417
0.348
0.417

6+AS
6+W
5+W

0.069
0.055

0.139
0.111

0.208
0.167

0.278
0.222

0.348
0.278

5+W

5+AS
Regen
Reg
or
4+W
4+AS
4+AS
6+W
3+AS
3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS

0.035
0.028

5+AS
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5+AS
6+W
5+ 5+W
5+AS
Regen
Reg
or
4+W
4+AS
4+AS
6+W
3+AS
3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS

0.042

0.083

0.167

0.25

0.333

0.417

0.035
0.028

0.069
0.055

0.139
0.111

0.208
0.167

0.278
0.222

0.348
0.278

0.021

0.042

0.084

0.125

0.167

0.209

0.021
0.035

0.042
0.069

0.084
0.139

0.125
0.208

0.167
0.278

0.209
0.348

0.029
0.028

0.058
0.055

0.116
0.111

0.173
0.167

0.232
0.222

0.29
0.278

0.023

0.046

0.093

0.139

0.185

0.232

0.019
0.021

0.037
0.042

0.074
0.084

0.111
0.125

0.148
0.167

0.185
0.209

0.014
0.014

0.028
0.028

0.056
0.056

0.083
0.083

0.111
0.111

0.139
0.139

Salamander (S3 -3AS) vs T3


7
6 or BS1 5 or BS2 4 or BS3 3 or BS4 2 or BS5

no save 0.042
6+W
0.035
6+AS
0.042

0.083
0.069
0.083

0.167
0.139
0.167

0.25
0.208
0.25

0.333
0.278
0.333

0.417
0.348
0.417

5+AS

0.035
0.028
0.042

0.069
0.055
0.083

0.139
0.111
0.167

0.208
0.167
0.25

0.278
0.222
0.333

0.348
0.278
0.417

5+AS
6+W
5+ 5+W

0.035
0.028

0.069
0.055

0.139
0.111

0.208
0.167

0.278
0.222

0.348
0.278

6+AS
6+W
5+W

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5+AS
Regen
Reg
or
4+W
4+AS

0.021

0.042

0.084

0.125

0.167

0.209

0.021
0.042

0.042
0.083

0.084
0.167

0.125
0.25

0.167
0.333

0.209
0.417

0.035
0.035

0.069
0.069

0.139
0.139

0.208
0.208

0.278
0.278

0.348
0.348

0.029

0.058

0.116

0.173

0.232

0.29

0.023
0.028

0.046
0.055

0.093
0.111

0.139
0.167

0.185
0.222

0.232
0.278

0.019
0.021

0.037
0.042

0.074
0.084

0.111
0.125

0.148
0.167

0.185
0.209

Salamander (S3; -3AS) vs T4


7
6 or BS1

5 or BS2

4 or BS3

3 or BS4

2 or BS5

no save 0.028
6+W
0.023
6+AS
0.028

0.056
0.047
0.056

0.111
0.093
0.111

0.167
0.139
0.167

0.222
0.185
0.222

0.278
0.232
0.278

5+AS

0.023
0.019
0.028

0.047
0.037
0.056

0.093
0.074
0.111

0.139
0.111
0.167

0.185
0.148
0.222

0.232
0.185
0.278

5+AS
6+W
5+ 5+W

0.023
0.019

0.047
0.037

0.093
0.074

0.139
0.111

0.185
0.148

0.232
0.185

0.014

0.028

0.056

0.084

0.111

0.139

0.014

0.028

0.056

0.084

0.111

0.139

4+AS
6+W
3+AS
3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS

6+AS
6+W
5+W

5+AS
Regen
Reg
or
4+W

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4+AS

0.028

0.056

0.111

0.167

0.222

0.278

4+AS
6+W
3+AS

0.023
0.023

0.047
0.047

0.093
0.093

0.139
0.139

0.185
0.185

0.232
0.232

0.019

0.039

0.078

0.116

0.154

0.193

0.015
0.019

0.031
0.037

0.062
0.074

0.093
0.111

0.123
0.148

0.155
0.185

0.013
0.014

0.025
0.028

0.049
0.056

0.074
0.084

0.099
0.111

0.123
0.139

3+AS
6+W
3+AS
5+W
2+AS

2+
AS
5+W
1+AS

Appendix 4(b) - Shooting


1) Charge distance = M +7 and M +9 for Swiftstride.
2) Against Move or Shoot enemy unit deploys just outside shooting range i.e >24 for
Handguns and >30 for Crossbows.
Key
ML = Moved Long Range
L = Long Range
S= Short range
MS = Moved Short Range
S&S = Stand and Shoot
( ) - >50% of this shot either because the distance is just over 7 or the shooting unit has
a good chance of manoeuvring for an extra shot

DE
Xbows
Repeat always

DE

Swords-men Realm Blood1


Knights letters
2
3
3ML,1S,
1ML, 2ML,1S,
1S&S
1S
1S&S
1S&S
1L,2S,
1L,
1ML,

******ebook converter DEMO - www.ebook-converter.com*******

Savage
Orcs
4
3ML,
1S,
1S&S
1L,2S,

DwarfWarriors
5
3ML,
1L,1S,
1S&S
3L,

******Created by ebook converter - www.ebook-converter.com******

Dark
Riders

1ML,
1S&S

1ML,
1S&S

Repeat always

1L,2S,
1ML,
1S&S

1L,
1ML,
1S&S

LM
Skinks

1MS,
1S&S

1ML
1S&S

Repeat always

DE
Shades

2L,
(1S)
1S&S
1ML,
2L,
(1S)
1S&S
1MS,
1S&S

1ML,
1S&S

1ML,
1S,
1S&S
1L,2S, 3L,
1ML, 1ML,
1S&S 1S,
1S&S
1MS 1MS,
1S&S 1S&S

1MS,
(1ML),
1S&S

1MS, 1MS,
(1ML), (1ML),
1S&S 1S&S

1MS,
(1ML),
1S&S

1MS, 1MS,
(1ML), (1ML),
1S&S 1S&S

Repeat always

LM
1MS,
1ML,
Skink
(1ML)1S&S (1L),
Skirmishers
1S&S
Repeat always

LM
1MS,
1ML,
Chameleon (1ML),1S&S (1L),
Skinks
1S&S
Repeat always

Empire
Hand
Gunners/
Dwarf
Thunderers
Empire
Xbows or
Dwarf
Quarrellers
Empire
Pistoliers

1L,
1S,
1S&S

1L,
1S&S

1L,
1S&S

1L,
1S,
1S&S

1L,
2S
1S&S

2L,
1S
1S&S

1L,
1S&S

1L,
1S,
1 S&S

2L,
1S
1S&S

1ML,
1S
1S&S

1L,
(1S),

1L,
1S&S

1L
1S&S

1L,
(1S),

4L,
1S&S

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1S&S
Empire
2L,
Outriders 1S
1S&S
WE Glade 2L,2S,
Guard
1S&S

1L,
1S&S
1L,
1S
1S&S

2L,
1S,
1 S&S
2L,1S,
1S&S

1S&S
2L,
1S
1S&S
2L,
2S,
1S&S

2L,
2S
1S&S
3L,
2S,
1S&S

Appendix 4(c) - Shooting


Shooting
Unit

Wounds per shooting model for the whole battle


1
2
3
4
5
6
(S) 5+

DE
Xbows

DE
Dark
Riders

DE
Shades

3X0.069
1X 0.208
1X 0.139
(X2)

(RK) 2+
5+W
1X0.019
1X 0.037
1X 0.037
(X2)

Bl
5+W
3X0.055
1X 0.167
1X 0.111
(X2)

SO
6+W
3X0.047
1X0.139
1X 0.093
(X2)

Dw
4+
3X0.037
1X0.074
1X0.111
1X0.074
(X2)

TW
3+6+W
3X0.023
1X0.07
1X0.047
(X2)

1.108

0.186

0.776

0.746

0.740

0.372

2X 0.139
2X 0.208
1X 0.139
(X2)

2X0.037
1X 0.037
(X2)

3X 0.111
(1X
0.167)
1X 0.111
(X2)

2X 0.093
2X0.139
1X0.093
(X2)

4X 0.074
1X0.111
1X0.074
(X2)

2X 0.047
2X0.07
1X0.047
(X2)

1.667

0.222

1.114

0.962

0.422

1X 0.208
2X 0.278
1X0.139
1X 0.139

1X 0.055
1X 0.037
1X 0.055

1X 0.139
2X 0.185
1X0.093
1X 0.093

3X 0.111
1X0.074
1X 0.148
1X 0.111

1X 0.07
2X 0.093
1X0.047
1X 0.047

0.888
(1.222)
1X 0.111
2X 0.167
(1X0.222 )
1X 0.167

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LM
Skinks

LM
Skink
Skirmishers

2.084

0.294

1.224 1.390
(1.668)

1.332

0.256

1X 0.111
1X 0.111
(X2)

1X 0.019
1X 0.019
(X2)

1X 0.111
1X 0.111
(X2)

1X 0.139
1X 0.139
(X2)

1X 0.084
1X 0.084
(X2)

1X 0.047
1X 0.047
(X2)

0.444

0.076

0.444

0.556

0.336

0.188

1X 0.111
(1X
0.111)
1X 0.111
(X2)

1X 0.019
(1X
0.019)
1X 0.019
(X2)

1X 0.111
(1X 0.111)
1X 0.111
(X2)

1X 0.139
(1X0.139)
1X 0.139
(X2)

1X 0.084
(1X
0.084)
1X 0.084
(X2)

1X 0.047
(1X 0.047)
1X0.047
(X2)

0.444 0.556
0.188
0.444 0.076 (0.666) (0.834) 0.336 (0.282)
(0.666) (0.114)
(0.504)
LM
Chameleon
Skinks

1X 0.167
(1X0.167)
1X 0.167
(X2)

1X 0.019
(1X0.019)
1X 0.019
(X2)

1X 0.167
(1X0.167)
1X 0.167
(X2)

1X 0.185
(1X0.185)
1X 0.185
(X2)

1X 0.111
(1X0.111)
1X 0.111
(X2)

1X 0.062
(1X0.062)
1X 0.062
(X2)

0.668 0.076 0.668 0.740 0.444 0.248


(1.002) (0.114) (1.002) (1.110) (0.666) (0.372)
Empire
Hand
gunners

1X 0.222
1X 0.333
1X 0.222

1X 0.148
1X 0.074

1X 0.148
1X 0.222

1X 0.139
1X 0.208
1X 0.139

2X 0.139
1X 0.208
1X 0.139

1X 0.093
1X 0.139
1X 0.093

0.777

0.222

0.370

0.486

0.625

0.325

2X 0.185 1X 0.049 1X 0.148 2X 0.139 3X 0.111 2X 0.07


Empire
1X 0.278 1X 0.025 1X 0.222 1X 0.208 1X 0.167 1X 0.104
Xbows or 1X 0.185
1X 0.148 1X 0.139 1X 0.111 1X 0.07
Dwarf
Quarrellers 0.833 0.074 0.518 0.625 0.611 0.314

Empire

1X 0.111

1X 0.037

1X 0.074

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1X 0.069

4X 0.069

1X 0.046

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Pistoliers

(1X0.222
)
1X 0.056
(0.111)
(X2)

1X 0.019
(X2)

1X 0.037
(X2)

(1X
0.139)
1X 0.035
(0.069)
(X2)

0.112

0.222

0.208 0.311
(0.277)

0.138
(0.370)

1X 0.222
1X 0.333
1X 0.222
(X3)

1X 0.074
1X 0.037
(X3)

1X 0.222
1X 0.296
(X3)

1X 0.139
1X 0.208
1X 0.139
(X3)

2X 0.139
1X 0.208
1X 0.139
(X3)

1X 0.093
1X 0.139
1X 0.093
(X3)

2.331

0.333

1.554

1.45

1.875

0.65

1X 0.333
1X 0.444
1X 0.333

1X 0.111
1X 0.074

1X 0.222
1X 0.296

1X 0.208
1X 0.278
1X0.208

2X 0.208
1X 0.278
1X0.208

1X 0.139
1X0.185
1X 0.139

1.110

0.185

0.518

0.694

0.902

0.463

2X 0.167
2 X0.37
1X0.278

1X0.028
1X 0.099
1X 0.074

2X0.167
1X 0.296
1X 0.222

2X 0.139
2X 0.278
1X 0.208

3X 0.084
2X 0.222
1X 0.167

2X0.047
2X 139
1X 0.104

1.352

0.201

0.852

1.042

0.863

0.476

0.334
(0.888)
Empire
Outriders

Dwarf
Thunderers

WE Glade
Guard

1X 0.035
(X2)

(1X0.093)
1X0.023
(0.046)
(X2)

Shooting at Monsters Long Range/short range


DE Xbows vs Sphinx
= 0.047; 0.069 (x2) (106 or 72 shots to kill)
DE Xbows vs Steam Tank
= 0.009; 0.014 (x2) (1111 or 714)
DE Xbows vs Stegadon
= 0.037(2/3) + (1/3)(1/27); 0.055(2/3) +
(1/3)(7/216)
= 0.037;0.047 (135 or 106)
Skinks vs Sphinx
Skinks vs Steam Tank

= 0.129; 0.148 (39 or 34 shots to kill)


= 0.032; 0.037
(312 or 270 to kill)

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

Skinks vs Stegadon

= 0.097(2/3) + (1/3)(1/27); 0.111(2/3) +


(1/3)(7/216)
= 0.077 ; 0.084

Gutter Runners vs Sphinx


Gutter Runners vs Steam Tank
Gutter Runners vs Stegadon

= 0.055; 0.074 [4s to hit and 3s to hit]


= 0.014; 0.019
= 0.111(2/3) + (1/3)(1/27); 0.125(2/3) +
(1/24)(1/3)
= 0.086; 0.097

Stegadon = (1/3 on T2 2+AS; 2/3 on T6 4+AS)

Appendix 5 Rankings per point


Note: These rankings will vary by as much as 20 places if a different test unit is used. If you are attempting
to compare units from different armies and you find the difference in Slaying and Depletion varies by as little as 20 for
both test units then you have to calculate (using the Appendix 2) what would happen if the 2 units are pitted against
each other.

Unit Per Point Combat Rankings


******ebook converter DEMO - www.ebook-converter.com*******

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No Flaming or magical attacks and No Ethereals

SAVAGE ORCS
Rank
1

2
3
4
5
6

8
9

10
11

12
13

SLAYING
Og Mourn
GW

SLAYING;
CHARGING
ROUND
Og Mourn
GW

DEPLETION
Emp Steam
Tank
OG Night
WC Chosen K WC Chosen K Goblins
GW BOR
GW BOR
Netted
Og Mourn
Og Mourn
Shields
Shields
WE Treeman
VC Blood
VC Blood
Knights
Knights
Skav Slaves
Og Maneaters Og Maneaters Emp
GW
GW
Demigryphs
WC Warriors WC Warriors
K GW
K GW
Og Gnoblars
WC Chosen T WC Chosen T
GW BOR
GW BOR
Bret Realm
Dwarfs
Beasts
Beasts
Warriors HW
Minotaurs GW Minotaurs GW Horde
Daemons
Daemons
WC Warriors
Bloodcrushers Bloodcrushers T HW
Dwarfs
Dwarfs
Hammerers
Hammerers
Dwarfs
Horde
Horde
Ironbreakers
Daemons
Daemons
Bloodletters
Bloodletters
Bret Errant
OG Sav Orc
OG Sav Orc
2HW Bigun
2HW Bigun
Emp InCircle
Horde
Horde
Lance
WC Chaos
WC Chaos
Skav Clanrats
Knights
Knights
HW Horde

******ebook converter DEMO - www.ebook-converter.com*******

DEPLETION
1st ROUND
Emp Steam
Tank
OG Night
Goblins
Netted
Skav Slaves
Og Gnoblars
Beasts
Ungors HW
TK Warsphinx
Dwarfs
Warriors HW
Horde
Skav Clanrats
HW
WE Treeman
Beasts Gors
HW
Beasts Gors
HW Horde
Beasts
Ungors HW
Horde
Liz Skinks

******Created by ebook converter - www.ebook-converter.com******

19

TK Skeleton
WS5 HW
Og Ironguts
Og Ironguts
Horde
TK Necropolis TK Necropolis Emp
Knights
Knights
Reiksguard
Skav Rat
Skav Rat
Ogres
Ogres
Og Ironblaster
OG Orc
HW&Sh Bigun
Liz Kroxigors Liz Kroxigors Horde
HE
HE
Beasts
Swordmasters Swordmasters Ungors HW
DE Cold One DE Cold One
Knights
Knights
TK Warsphinx

20

Og Bulls HW
Horde

14
15
16

17
18

21
22

23

24
25
26
27

28

Og Bulls HW
Horde

WE TreeKin

Emp
TK Chariots
TK Chariots
Swordsmen
HE Phoenix
HE Phoenix
OG Orc
Guards Horde Guards Horde HW&Sh
WE
WE
Wardancers
Wardancers
OG Orc
+1A
+1A
HW&Sh Horde
WC
WC
Marauders K Marauders K WC Chosen T
GW
GW
HW BOR
WC Warriors WC Warriors Beasts Gors
T GW
T GW
HW
Beasts Gors
HE Spears
HE Spears
HW Horde
Dwarfs
HE Seaguard HE Seaguard Longbeards
Beasts
Liz Saurus
Liz Saurus
Ungors HW
Spear Horde Spear Horde Horde

******ebook converter DEMO - www.ebook-converter.com*******

WC Warriors
T HW
Bret Realm
Dwarfs
Ironbreakers
Emp
Swordsmen
Liz Anc Steg
OG River
Trolls
OG Orc
HW&Sh Bigun
Horde
TK Skeleton
WS5 HW
Horde
Liz Steg
OG Orc
HW&Sh
OG Orc
HW&Sh Horde
OG Trolls
Emp
Demigryphs
WE Dryads

Bret Errant

******Created by ebook converter - www.ebook-converter.com******

29

WE TreeKin

WE TreeKin

30
31

OG Trolls
OG River
Trolls

OG Trolls
OG River
Trolls

32

Daemons
Flesh Hounds

Daemons
Flesh Hounds

34

Og Bulls HW
HE Dragon
Princes

Og Bulls HW
HE Dragon
Princes

35

DE
BlackGuard

DE
BlackGuard

33

36
37
38

39

40
41
42

43

WC
OG River
Marauders K
Trolls
GW
Skav Clanrats Dwarfs
Spears Horde Longbeards
Bret
Liz Anc Steg
Men@Arms
TK Tomb
Guard HW
WS5
DE Warriors
WC Chosen T
DE Hydra
HW BOR
OG Trolls

DE Warriors

VC Crypt
VC Vargheists VC Vargheists Horrors
WC Chosen T WC Chosen T
HW BOR
HW BOR
WE Dryads
OG Sav Orc
OG Sav Orc
Liz Saurus
2HW Bigun
2HW Bigun
HW Horde
VC Grave
Daemons
Daemons
Guard HW
Plaguebearers Plaguebearers Horde
Dwarfs
Dwarfs
Warriors GW Warriors GW HE Phoenix
Horde
Horde
Guards
Emp Great
Emp Great
HE Phoenix
Swords
Swords
Guards Horde
Skav Gutters
TK Tomb
Guard HW
WS5

Skav Gutters
TK Tomb
Guard HW
WS5

Liz Steg
WC
Marauders K
GW

******ebook converter DEMO - www.ebook-converter.com*******

WE TreeKin
OG Sav Orc
2HW Bigun
Horde
TK Tomb
Guard HW
WS5
OG Sav Orc
2HW Bigun
Skav Clanrats
Spears
Skav Plague
Monks
HE Phoenix
Guards
HE Phoenix
Guards Horde
Daemons
Bloodletters
Daemons
Daemonettes

******Created by ebook converter - www.ebook-converter.com******

44

WE
Wardancers
4+W
Dwarfs
Longbeards

WE
Wardancers
4+W
Dwarfs
Longbeards

53

Bret Questing
Bret
Men@Arms
Dwarfs
Liz Saurus
Liz Saurus
Warriors GW
HW Horde
HW Horde
Horde
Beasts
Beasts
OG Sav Orc
Centigors GW Centigors GW 2HW Bigun
OG Sav Orc
VC Crypt
VC Crypt
2HW Bigun
Horrors
Horrors
Horde
DE
DE
Executioners Executioners Liz Skinks
Dwarfs
Dwarfs
Og
Hammerrers
Hammerrers
Thundertusk
HE White
HE White
Skav Plague
Lions
Lions
Monks
Daemons
Daemons
VC Skeletons
Daemonettes Daemonettes HW Horde
Emp
Emp
WC Warriors
Demigryphs
Demigryphs
T GW

54

WE Wild
Riders

WE Wild
Riders

55

DE Corsairs

DE Corsairs

Emp InCircle
Lance
Emp InCircle
GW
Emp
Reiksguard
VC Black
Knights

Emp InCircle
Lance
Emp InCircle
GW
Emp
Reiksguard
VC Black
Knights

45

46
47

48
49
50
51
52

56
57
58
59

Emp Knightlly
Orders GW
Emp Great
Swords
TK Skeleton
WS2 HW
Horde
Og Bulls HW
Og Bulls HW
Horde
Beasts
Bestigors

******ebook converter DEMO - www.ebook-converter.com*******

Dwarfs
Warriors GW
Horde
Emp
Halberdier
Liz Saurus
HW Horde
Emp InCircle
Lance

Og Ironblaster
Daemons
Plaguebearers
DE Hydra
Emp
Reiksguard
Bret Questing
HE Spears
WE
Wardancers
4+W
DE Xbowmen
Emp Great
Swords
VC Crypt
Horrors
Daemons
Flesh Hounds
Skav
Stormvermin

******Created by ebook converter - www.ebook-converter.com******

60

61
62
63

64
65
66

67
68

69

70
71
72
73
74

Beasts
Centigors
Spears

Beasts
Centigors
Spears

Daemons
Flamers
Liz
TempleGuard
WC Warriors
T HW

Daemons
Flamers
Liz
TempleGuard
WC Warriors
T HW

Dwarfs
Hammerrers
Dwarfs
Hammerers
Horde

VC Skeletons
HW Horde

Og Bulls HW
Og Bulls HW
HE Spears
Horde
WC Warriors
DE Xbowmen T GW
TK Skeleton
Skav
WS2 HW
Bret Questing Bret Questing Stormvermin
Horde
Bret
Bret
Daemons
Beasts
Men@Arms
Men@Arms
Bloodletters
Bestigors
Emp
Emp
Daemons
Dwarfs
Halberdier
Halberdier
Daemonettes Hammerrers
OG Orc
OG Orc
Dwarfs
HW&Sh Bigun HW&Sh Bigun Daemons
Hammerers
Horde
Horde
Plaguebearers Horde
Skav
Skav
Emp
Stormvermin
Stormvermin
Halberdier
DE Corsairs
TK Tomb
TK Tomb
Guard HW
Guard HW
Liz
OG Black
WS2
WS2
TempleGuard Orcs
VC Grave
VC Grave
Guard HW
Guard HW
OG Black
Liz
Horde
Horde
Orcs
TempleGuard
TK Necropolis Emp Knightlly
WE Dryads
WE Dryads
Knights
Orders GW
WC Warriors
DE Warriors
DE Warriors
DE Corsairs
K GW
HE Phoenix
HE Phoenix
Emp InCircle TK Necropolis
Guards
Guards
GW
Knights
WE Eternal
WE Eternal
WC Warriors DE
Guard
Guard
K GW
Executioners
Beasts
Beasts
VC Black
WC Chosen T

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

75

77

Bestigors
OG Black
Orcs
TK Skeleton
WS5 HW
Horde

Bestigors
OG Black
Orcs
TK Skeleton
WS5 HW
Horde

78

Bret Errant

Bret Errant

79

Bret Realm

Bret Realm

81

Emp Knightlly
Orders GW
Og
Thundertusk

Emp Knightlly
Orders GW
Og
Thundertusk

82

DE Hydra

DE Hydra

VC Skeletons
HW Horde
Dwarfs
Ironbreakers

VC Skeletons
HW Horde
Dwarfs
Ironbreakers

76

80

83
84
85
86

87

88

89
90

Knights
Daemons
Flesh Hounds
TK Tomb
Guard HW
WS2
DE Cold One
Knights
WC Chosen T
GW BOR
WE
Wardancers
4+W
Og Mourn
Shields
Liz Saurus
Spear Horde
DE
Executioners

GW BOR
HE Seaguard
WE Eternal
Guard
Daemons
Flamers
Emp InCircle
GW
Liz Saurus
Spear Horde
Og Mourn
Shields
Og
Thundertusk
VC Grave
Guard HW
Horde
DE Cold One
Knights
WC Chosen K
GW BOR

HE Seaguard
WE Eternal
TK Warsphinx TK Warsphinx Guard
Skav Clanrats Skav Clanrats WC Chosen K
Spears
Spears
GW BOR
Skav Gutters
TK Tomb
Skav Plague Skav Plague HE Dragon
Guard HW
Monks
Monks
Princes
WS2
Beasts
Beasts
Ungors HW
Ungors HW
WC Chaos
VC Black
Horde
Horde
Knights
Knights
Dwarfs
Dwarfs
Warriors HW Warriors HW DE
Skav Rat
Horde
Horde
BlackGuard
Ogres
Emp
Emp
Daemons
DE
Swordsmen
Swordsmen
Flamers
BlackGuard

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

91

92

Beasts
OG Orc
OG Orc
Centigors
HW&Sh Horde HW&Sh Horde Spears
OG Night
OG Night
Goblins
Goblins
Netted
Netted
Og Ironguts

97

Skav Clanrats Skav Clanrats


HW
HW
Liz Kroxigors
HE White
Skav Slaves
Skav Slaves
Lions
TK Skeleton
TK Skeleton
WS2 HW
WS2 HW
VC Blood
Horde
Horde
Knights
VC Ghouls
VC Ghouls
HE
Horde
Horde
Swordmasters
Skav Rat
WE Treeman WE Treeman Ogres

98

Liz Steg

93
94

95
96

Liz Steg

99

Liz Anc Steg


Emp Steam
100 Tank

Liz Anc Steg


Emp Steam
Tank

Beasts Gors
101 HW Horde

Beasts Gors
HW Horde

102 Liz Skinks


Beasts Gors
103 HW
Beasts
104 Ungors HW
OG Orc
105 HW&Sh
106

Liz Skinks
Beasts Gors
HW
Beasts
Ungors HW
OG Orc
HW&Sh

Skav Gutters
WE Wild
Riders
Og Mourn
GW
WE
Wardancers
+1A
Og Maneaters
GW
Beasts
Minotaurs GW
VC Ghouls
Horde
Beasts
Centigors GW
Daemons

******ebook converter DEMO - www.ebook-converter.com*******

HE
Swordmasters
HE White
Lions
WE
Wardancers
+1A
Og Ironguts
HE Dragon
Princes
Liz Kroxigors
Og Maneaters
GW
Beasts
Minotaurs GW
Beasts
Centigors
Spears
WC Chaos
Knights
WE Wild
Riders
VC Ghouls
Horde
Daemons
Bloodcrushers
VC Blood
Knights
Og Mourn
GW
Beasts

******Created by ebook converter - www.ebook-converter.com******

DE Xbowmen DE Xbowmen Bloodcrushers Centigors GW


107 Og Ironblaster Og Ironblaster VC Vargheists TK Chariots
108 Og Gnoblars Og Gnoblars TK Chariots
VC Vargheists

CHOSEN TZE HW
Rank
1

2
3
4
5
6
7

9
10
11

SLAYING
Og Mourn
GW
WC Chosen K
GW BOR
Og Maneaters
GW
Beasts
Minotaurs GW
WC Chosen T
GW BOR
Liz Kroxigors
WC Warriors
K GW

Og Ironguts
Dwarfs
Hammerers
Horde
Daemons
Bloodcrushers
Skav Rat
Ogres

SLAYING;
CHARGING
ROUND
Og Mourn
GW

DEPLETION
Emp Steam
Tank
OG Night
Og Maneaters Goblins
GW
Netted
Beasts
Minotaurs GW Skav Slaves
WC Chosen K
GW BOR
WE Treeman
Og Mourn
Shields
Og Gnoblars
VC Blood
Beasts Gors
Knights
HW Horde
Skav Clanrats
Og Ironguts
HW Horde
OG Sav Orc
2HW Bigun
Horde
Bret Errant
WC Chosen T Emp
GW BOR
Demigryphs
Liz Kroxigors
WC Warriors
K GW
Dwarfs

DEPLETION
1st ROUND
Emp Steam
Tank
OG Night
Goblins
Netted
Skav Slaves
WE Treeman
Og Gnoblars
Beasts Gors
HW Horde
Skav Clanrats
HW

Bret Errant
Emp
Demigryphs

Og Ironblaster Og Ironblaster
Beasts
Beasts
Ungors HW
Ungors HW

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

12
13

14
15

16

17
18
19
20
21

22
23

24
25
26
27

Og Mourn
Shields
VC Blood
Knights
WC
Marauders K
GW
TK Necropolis
Knights

Hammerers
Horde
Daemons
Bloodcrushers

OG Orc
HW&Sh
OG Orc
HW&Sh Horde

TK Necropolis
Knights
TK Warsphinx
Skav Rat
WC Chosen T
Ogres
HW BOR
Dwarfs
HE
DE Cold One Warriors HW
Swordmasters Knights
Horde
WC
WC Chaos
Marauders K
Knights
GW
Bret Realm
Beasts
HE
WC Warriors
Centigors GW Swordmasters T HW
WC Warriors WC Chaos
Dwarfs
T GW
Knights
Ironbreakers
Beasts
OG Trolls
Centigors GW Liz Anc Steg
OG River
WC Warriors
Trolls
T GW
OG Trolls
Beasts
Daemons
Ungors HW
Bloodletters
OG Trolls
Horde
OG River
Emp InCircle
VC Vargheists Trolls
Lance
Dwarfs
Warriors GW Daemons
OG River
Horde
Bloodletters
Trolls
Emp Great
Skav Clanrats
Swords
TK Chariots
Spears Horde
OG Sav Orc
Emp
WE TreeKin
2HW Bigun
Reiksguard
Liz Saurus
Liz Saurus
Spear Horde VC Vargheists HW Horde

******ebook converter DEMO - www.ebook-converter.com*******

OG Orc
HW&Sh
OG Orc
HW&Sh Horde

TK Warsphinx
WC Chosen T
HW BOR
Dwarfs
Warriors HW
Horde

Bret Realm
WC Warriors
T HW
Dwarfs
Ironbreakers
Liz Anc Steg
OG Trolls
Beasts
Ungors HW
Horde
Emp InCircle
Lance
OG River
Trolls
Skav Clanrats
Spears
Emp
Reiksguard
Liz Saurus
HW Horde

******Created by ebook converter - www.ebook-converter.com******

28

29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44

OG Sav Orc
2HW Bigun
Horde

Dwarfs
Warriors GW
Horde

HE Phoenix
Guards Horde
Emp InCircle
GW
Og Bulls HW
Horde
Daemons
Flesh Hounds
Beasts
Bestigors
Daemons
Plaguebearers
DE
Executioners
Dwarfs
Hammerrers
HE White
Lions
OG Black
Orcs

Emp Great
Swords

Skav Gutters
Daemons
Flamers
Liz Saurus
HW Horde
Liz
TempleGuard
Emp
Demigryphs
Og
Thundertusk

WE TreeKin
Liz Saurus
Spear Horde
Emp
Demigryphs
HE Phoenix
Guards Horde
Emp InCircle
Lance
Emp InCircle
GW
Emp
Reiksguard
HE Dragon
Princes
Og Bulls HW
Og Bulls HW
Horde
VC Black
Knights
Bret Questing
Daemons
Flesh Hounds
Daemons
Plaguebearers
DE
Executioners
Dwarfs

Liz Steg
OG Orc
HW&Sh Bigun
Horde
Emp
Swordsmen

Liz Steg
OG Orc
HW&Sh Bigun
Horde
Emp
Swordsmen

WE TreeKin
Og
Thundertusk
Beasts Gors
HW
Bret
Men@Arms
Dwarfs
Longbeards
Liz Saurus
Spear Horde

WE TreeKin
Og
Thundertusk
Beasts Gors
HW
Bret
Men@Arms
Dwarfs
Longbeards
Liz Saurus
Spear Horde

Liz Skinks
Skav Plague
Monks

Liz Skinks
Skav Plague
Monks

Og Bulls HW
Og Bulls HW
Horde

Og Bulls HW
Og Bulls HW
Horde

DE Hydra

DE Hydra

DE Warriors
Skav
Stormvermin
Daemons
Plaguebearers

DE Warriors
Skav
Stormvermin
Daemons
Plaguebearers

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

45

HE Spears

46

HE Seaguard

Hammerrers
HE White
Lions

47

DE
BlackGuard

OG Black
Orcs

48

Og Bulls HW

Skav Gutters
Beasts
Centigors
Spears

49

50

51

52
53

54
55
56

57
58

VC Crypt
Horrors
TK Tomb
Guard HW
WS2
TK Tomb
Guard HW
WS5
VC Grave
Guard HW
Horde
Emp Knightlly
Orders GW

Beasts
Bestigors

WE Dryads
Emp
Halberdier
VC Grave
Guard HW
Horde
Dwarfs
Warriors GW
Horde
TK Skeleton
WS2 HW
Horde
TK Skeleton
WS5 HW
Horde

WE Dryads
Emp
Halberdier
VC Grave
Guard HW
Horde
Dwarfs
Warriors GW
Horde
TK Skeleton
WS2 HW
Horde
TK Skeleton
WS5 HW
Horde

Daemons
Flamers

HE Phoenix
Guards

HE Phoenix
Guards

HE Phoenix
Guards Horde
VC Skeletons
HW Horde
WC
Marauders K
GW
Og Mourn
Shields
WC Chosen T
GW BOR
WE
Wardancers
4+W
OG Sav Orc
2HW Bigun
OG Sav Orc
2HW Bigun

HE Phoenix
Guards Horde
VC Skeletons
HW Horde
WC
Marauders K
GW
Og Mourn
Shields
WC Chosen T
GW BOR
WE
Wardancers
4+W
OG Sav Orc
2HW Bigun
OG Sav Orc
2HW Bigun

Liz Saurus
HW Horde
Liz
TempleGuard
WE
OG Sav Orc
Wardancers
2HW Bigun
+1A
WC Chosen T Og
HW BOR
Thundertusk
WE Eternal
Guard
HE Spears
WE Wild
Riders
Bret
Men@Arms

HE Seaguard
DE
BlackGuard

Emp

VC Crypt

******ebook converter DEMO - www.ebook-converter.com*******

******Created by ebook converter - www.ebook-converter.com******

59

60

Halberdier
OG Orc
HW&Sh Bigun
Horde

61

Skav
Stormvermin

62

WE Dryads

63

WE Treeman

64

DE Hydra

65

Liz Anc Steg

66

Daemons
Daemonettes

67
68

69
70
71

72
73
74

DE Corsairs
Emp Steam
Tank
Beasts
Centigors
Spears
DE Cold One
Knights
HE Phoenix
Guards

Horrors
TK Tomb
Guard HW
WS2
TK Tomb
Guard HW
WS5
VC Grave
Guard HW
Horde
Emp Knightlly
Orders GW
WC Chosen T
HW BOR
WE Eternal
Guard
WE Wild
Riders
Bret
Men@Arms
Emp
Halberdier
OG Orc
HW&Sh Bigun
Horde
Skav
Stormvermin

WE Dryads
WE
WC Warriors Wardancers
T HW
4+W
TK Warsphinx Bret Errant
DE Warriors
VC Black

Bret Realm

Horde

Horde

VC Crypt
Horrors

VC Crypt
Horrors

WC Warriors
T GW

WC Warriors
T GW

Emp Knightlly
Orders GW
Emp Great
Swords
Beasts
Bestigors
Dwarfs
Hammerrers
Dwarfs
Hammerers
Horde

Emp Knightlly
Orders GW
Emp Great
Swords
Beasts
Bestigors
Dwarfs
Hammerrers
Dwarfs
Hammerers
Horde

HE Spears

HE Spears

DE Xbowmen

DE Xbowmen

WC Chosen K
GW BOR
Daemons
Bloodletters
Daemons
Daemonettes

WC Chosen K
GW BOR
Daemons
Bloodletters
Daemons
Daemonettes

Liz
TempleGuard
Bret Questing
OG Black
Orcs
TK Necropolis

Liz
TempleGuard
Bret Questing
OG Black
Orcs
TK Necropolis

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75
76
77

Knights
Bret Questing
Emp InCircle
Lance

78

Emp
Reiksguard

79

80
81
82
83
84
85
86

87

88
89

90

Liz Steg
WE
Wardancers
+1A
Dwarfs
Longbeards
Dwarfs
Ironbreakers
HE Dragon
Princes
Skav Clanrats
Spears Horde
Skav Plague
Monks
TK Chariots
Beasts
Ungors HW
Horde
Dwarfs
Warriors HW
Horde
Emp
Swordsmen

WE Treeman
DE Hydra

Knights
DE Corsairs
Emp InCircle
Liz Anc Steg
GW
TK Tomb
Daemons
Guard HW
Daemonettes WS2
TK Tomb
Guard HW
TK Warsphinx WS5

Knights
DE Corsairs
Emp InCircle
GW
TK Tomb
Guard HW
WS2
TK Tomb
Guard HW
WS5

VC Black
Knights
WC Warriors
K GW
Daemons
Flesh Hounds
Daemons
Flamers
DE Cold One
Knights

VC Black
Knights
WC Warriors
K GW
Daemons
Flesh Hounds
Daemons
Flamers
DE Cold One
Knights

Liz Steg
Dwarfs
Longbeards

Og Ironguts

Og Ironguts

Liz Kroxigors

Liz Kroxigors

Dwarfs
Ironbreakers

HE
HE
Swordmasters Swordmasters

DE Corsairs
Emp Steam
Tank
HE Phoenix
Guards
WC Warriors
T HW
DE Warriors

Skav Clanrats
Spears
Skav Plague
Monks
Beasts
OG Orc
Ungors HW
HW&Sh Horde Horde
OG Night
Dwarfs

DE
Executioners
WE Eternal
Guard

DE
Executioners
WE Eternal
Guard

HE Seaguard

HE Seaguard

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91
92
93

94

95
96

97

98

99
100
101
102
103
104
105
106

Goblins
Netted
Skav Clanrats
HW Horde
Skav Slaves
TK Skeleton
WS2 HW
Horde
TK Skeleton
WS5 HW
Horde
VC Ghouls
Horde
WE
Wardancers
4+W

Warriors HW
Horde
Emp
Swordsmen
OG Orc
HW&Sh Horde
OG Night
Goblins
Netted

Skav Rat
Ogres
WC Chaos
Knights
DE
BlackGuard

Og Mourn
GW
WE
Skav Clanrats Wardancers
HW
+1A
HE Dragon
Skav Slaves
Princes
TK Skeleton
WS2 HW
HE White
Horde
Lions
TK Skeleton
Beasts Gors
WS5 HW
VC Blood
HW Horde
Horde
Knights
Beasts
VC Ghouls
Centigors
Liz Skinks
Horde
Spears
VC Skeletons Beasts Gors
VC Ghouls
HW Horde
HW Horde
Horde
Og Ironblaster Liz Skinks
Skav Gutters
Beasts Gors
VC Skeletons WE Wild
HW
HW Horde
Riders
Beasts
Ungors HW
Og Ironblaster TK Chariots
Beasts Gors
Og Maneaters
DE Xbowmen HW
GW
OG Orc
Beasts
Beasts
HW&Sh
Ungors HW
Minotaurs GW
Beasts
Bret Errant
DE Xbowmen Centigors GW
OG Orc
Daemons

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Skav Rat
Ogres
WC Chaos
Knights
DE
BlackGuard
Og Mourn
GW
WE
Wardancers
+1A
HE Dragon
Princes
HE White
Lions
VC Blood
Knights
Beasts
Centigors
Spears
VC Ghouls
Horde
Skav Gutters
WE Wild
Riders
TK Chariots
Og Maneaters
GW
Beasts
Minotaurs GW
Beasts
Centigors GW
Daemons

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107 Bret Realm


108 Og Gnoblars

HW&Sh
Og Gnoblars

Bloodcrushers Bloodcrushers
VC Vargheists VC Vargheists

Appendix 6 Combat Rankings


Note: These rankings will vary by as much as 20 places if a different test unit is used. If you are attempting to
compare units from different armies and you find the difference in Slaying and Depletion varies by as little as 20 for
both test units then you have to calculate (using the Appendix 2) what would happen if the 2 units are pitted against
each other.

Combat Comparison
a) Daemons non Horde and no Heralds
b) Dark Elves - 7 wide Warriors and Xbowmen
c) High Elves Swordmasters 7 wide
d) All combat in non charging rounds i.e. ignore Charge bonuses

Unit

Beasts
Bestigors
Beasts
Centigors GW
Beasts
Centigors
Spears

SWORDSMEN

SAVAGE ORCS BIGUNS


@ S5
Slaying Slaying Depletion Depletion Slaying Slaying Depletion
Rate Rank
Rate
Rate Rank
Rate
Rank
5.2

70

3.1

50

5.2

63

9.7

7.6

38

3.1

49

7.6

37

9.7

5.1

73

2.3

33

4.6

69

8.1

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Beasts Gors
HW
Beasts Gors
HW Horde
Beasts
Minotaurs(4)
GW
Beasts
Ungors HW
Beasts
Ungors HW
Horde
Bret Errant
Bret
Men@Arms
Bret Questing
Bret Realm
Daemons
Bloodcrushers
Daemons
Bloodletters
Daemons
Daemonettes
Daemons
Flamers
Daemons
Flesh Hounds
Daemons
Plaguebearers
DE
BlackGuard
DE Cold One
Knights
DE Corsairs
Horde
DE
Executioners

2.1

97

2.7

41

2.1

97

8.1

4.3

82

48

3.1

93

8.1

11.4

18

3.6

62

10.9

12

9.7

2.1

98

5.4

92

2.1

98

11.6

4.3
1.4

83
107

6
0.6

94
6

3.9
1.4

83
106

13.4
3.9

7.2
6.2
1.4

44
57
108

8.6
1.5
0.4

106
25
3

5.8
6.2
1.4

54
48
107

16.1
5.4
2.9

14.4

2.9

43

13.1

6.4

6.9

49

4.7

78

6.9

39

8.1

9.5

32

5.2

86

6.8

44

7.6

39

4.1

72

6.1

50

8.6

10.6

26

3.1

51

8.5

27

6.4

4.1

89

4.1

71

4.2

73

8.6

34

4.8

84

8.2

29

13.9

5.4

67

1.3

23

5.6

59

6.1

7.1

48

5.2

87

6.4

47

12.1

6.9

50

4.7

80

6.9

40

12.1

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DE Hydra
DE Warriors
DE Xbowmen
Dwarfs
Hammerers
Horde
Dwarfs
Hammerrers
Dwarfs
Ironbreakers
Dwarfs
Longbeards
Dwarfs
Warriors GW
Dwarfs
Warriors HW
Emp
Demigryphs
Emp Great
Swords
Emp
Halberdier
Emp InCircle
GW
Emp InCircle
Lance
Emp Knightlly
Orders GW
Emp
Reiksguard
Emp Steam
Tank
Emp
Swordsmen
HE Dragon
Princes
HE Phoenix

5.4
3.1
1.9

68
95
103

0.4
4.7
3.9

4
79
66

4.4
3.1
1.9

71
94
103

3
12.1
10.1

14.4

3.4

57

13

9.7

6.9

51

3.1

53

6.9

41

9.7

4.6

77

1.3

24

4.2

76

5.4

4.6

76

1.9

28

4.2

75

6.7

5.2

71

3.1

52

4.2

74

9.6

2.1

99

1.9

27

2.1

99

6.7

6.8

53

1.1

17

5.6

60

10.8

23

3.9

67

7.8

33

10.1

2.6

96

6.1

95

2.3

96

13.9

6.1

60

1.2

20

6.2

49

6.1

4.5

79

1.2

19

4.1

77

6.2

58

1.2

18

5.1

65

6.1

4.5

80

1.2

21

4.1

78

3.3

94

0.3

3.3

92

0.8

1.5

105

4.3

74

1.5

104

8.7

4.7

75

1.2

22

4.7

67

6.5

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Guards
HE Phoenix
Guards Horde
HE Seaguard
Horde
HE Spears
Horde
HE
Swordmasters
HE White
Lions
Liz Anc Steg
Liz Kroxigors
(4)
Liz Saurus
HW Horde
Liz Saurus
Spear Horde
Liz Skinks
Liz Steg
Liz
TempleGuard
OG Black
Orcs 2HW
Og Bulls HW
Og Bulls HW
Horde
Og Gnoblars
Og Ironblaster
Og Ironguts
Og Maneaters
GW
Og Mourn
GW
Og Mourn
Shields

6.2

59

2.4

37

5.6

61

6.1

12.7

14

2.6

39

10.4

14

6.1

10.7

25

5.2

89

9.6

20

12.1

10.7

24

5.2

88

9.6

19

12.1

13.6

10

4.7

81

10.8

13

12.1

6.9
3.8

52
91

4.7
0.5

82
5

6.9
3.4

42
91

12.1
1.3

10

29

2.8

42

9.9

18

10.7

9.5

33

2.9

44

7.7

36

8.9

11.9
4.3
4.2

15
84
88

4.1
9.5
0.7

73
108
8

9.6
3.9
3.5

21
84
90

12.9
13.4
1.6

7.6

40

2.3

34

6.1

51

8.1

5.1
7.7

74
37

3.1
3.8

54
63

4.6
6.9

70
43

9.7
10.7

11.4
1.5
1.8
10.6

19
106
104
27

3.8
9.3
0.7
4.6

64
107
9
77

8.5
1.1
1.5
10.3

28
108
105
15

10.7
16.1
3.1
12.9

12.8

13

4.3

75

12.3

9.7

17

3.4

58

15.3

10.7

14.1

1.9

29

11.8

10

7.2

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OG Night
Goblins
Netted
OG Orc
HW&Sh
OG Orc
HW&Sh Bigun
Horde
OG Orc
HW&Sh Horde
OG River
Trolls
OG Sav Orc
2HW Bigun
OG Sav Orc
2HW Bigun
Horde
Og
Thundertusk
OG Trolls
Skav Clanrats
HW Horde
Skav Clanrats
Spears Horde
Skav Gutters
Skav Plague
Monks Horde
Skav Rat
Ogres
Skav Slaves
Horde
Skav
Stormvermin
Horde
TK Chariots
TK Necropolis
Knights

2.1

101

4.3

76

2.1

101

10.7

2.1

100

3.4

59

2.1

100

10.7

7.2

45

2.9

45

5.8

55

8.1

4.3

85

3.8

65

3.9

85

10.8

11.1

22

2.6

40

8.9

26

4.8

6.7

56

3.9

68

53

8.1

11.8

16

3.9

69

9.6

22

5.6
11.1

66
21

0.9
3.4

12
60

4.7
8.9

68
25

3.8
6.4

4.3

86

5.7

93

3.9

86

13.4

5.7
5.2

61
72

6.2
6.4

96
98

4
7.8

80
34

16.1
10

5.7

62

6.2

97

81

12.9

14

6.9

102

11.4

11

12.9

2.1

102

6.5

101

2.1

102

13.4

7.2
4

46
90

5.2
3.3

90
56

5.8
4

56
82

16.1
17.3

11.3

20

1.6

26

9.6

23

6.4

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TK Skeleton
WS2 HW
Horde
TK Skeleton
WS5 HW
Horde
TK Tomb
Guard HW
WS3
TK Tomb
Guard HW
WS5 Horde
TK Warsphinx
VC Black
Knights
VC Blood
Knights
VC Crypt
Horrors
VC Ghouls
Horde
VC Grave
Guard HW
Horde
VC Skeletons
HW Horde
VC Vargheists
WC Chaos
Knights K
WC Chosen K
GW BOR
WC Chosen T
GW BOR
WC Chosen T
HW BOR
WC
Marauders K

5.7

63

6.9

103

5.1

66

27.1

7.6

41

5.2

91

6.8

45

17.4

3.6

93

3.4

61

3.1

95

18.3

10
4.4

30
81

2.9
0.7

46
10

7.8
3.6

35
89

8
2.6

4.6

78

14

4.1

79

8.4

15

0.6

12.2

4.8

6.8

54

2.1

32

38

8.8

5.7

64

8.1

105

3.9

87

19

7.5

43

2.9

47

5.8

57

12

4.3
10

87
31

7.1
4.9

104
85

4.3
8.1

72
30

22.5
14.5

15.1

0.8

11

12.2

4.8

16.7

2.3

36

16.7

8.1

13.4

12

1.9

31

13.4

6.7

8.9

35

16

8.1

31

4.3

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GW Horde
WC Warriors
K GW
WC Warriors
T GW
WC Warriors
T HW
WE Dryads
WE Eternal
Guard
WE TreeKin
WE Treeman
WE
Wardancers
+1A
WE
Wardancers
4+W
WE Wild
Riders

14.2

6.4

99

10.2

16

12.1

13.4

11

2.3

35

13.4

8.1

10.2

28

1.9

30

10.1

17

6.7

6.8
7.2

55
47

1
2.4

15
38

6.1
5.8

52
58

4.3
6.4

5.4
11.5
3.8

69
17
92

4.7
0.9
0.2

83
13
1

5.4
9.2
3.8

62
24
88

12.1
4
1.3

7.6

42

6.4

100

6.8

46

10.1

5.7

65

3.9

70

5.2

64

6.1

8.7

36

3.1

55

8.1

32

8.1

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Appendix 7
Revising the Points System
This is just a basic start to streamlining the points system so that it becomes
equitable. I do not intend to finish this task but it could be used as a base by tournament
organisers to modify army compositions for a better balance
I shall start with a base stat-line of 3s throughout and assign 6 points to a model
with this stat-line armed with a hand weapon and with no saves of any kind:
Baseline 6 points
M4 WS3 BS3 S3T3 I3 A1 W1 Ld7

1) Weapon Skill
Two components to this 1) when striking and 2) being struck. The probability
of successful hits against each WS below is first calculated using the To Hit table. It is
then modified by the probability of encountering an enemy model with that WS. This is
then repeated and totalled for each WS and the whole process repeated when being
struck.
E.g. Probability of WS3 striking WS3 is 0.5. This is then multiplied by the probability
of encountering a WS3 model which is 0.283. This is repeated with WS3 striking each
of the other Weapon Skills and then totalled. The total is given a 50% weighting. The
same process is repeated when being struck and also given a 50% weighting.

Weapon
Skill
New
Points
Modifier

WS2

WS3

WS4

WS5

WS6

WS7

5.5

6.9

7.6

7.7

8.1

0.92

1.15

1.27

1.28

1.35

3) Strength
Strength comes into play for half of combat when the model strikes while
Toughness and Saves account for the other half. For both of these, the To Wound table is
used for the initial probabilities and then modified by the probability of encountering
same as WS above.
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Since higher strength hits also negate armour, additional points should be assigned
to accommodate this ability. This will be done when calculating the modifiers for saves.

Strength
Half
Points

S2
1.88

S3
3

S4
4.18

S5
5.38

S6
5.96

S7
6.05

4) Toughness

Toughness
Half
Points

T2
2.02

T3
3

T4
4.22

T5
5.61

T6
6.57

5) Wounds, Number of attacks and Stomps


The number of points for strength is multiplied by the number of attacks while the
number of points for Toughness is multiplied by the number of wounds. The two values
are then added up and multiplied by the WS Points modifier.
Stomps are equivalent to another strength hit which is multiplied by 1.76 and
added to the above. Impact hits are estimated to be equivalent to 0.5 of a Stomp.
There should also be a modifier for the greater number of support attacks for
Monstrous Infantry. Since support attacks depend on greater numbers, this modifier
should come into play only when purchasing additional models greater than 3 i.e. the
first 3 Monstrous Infantry models have points values as stated below but additional
models should cost more. I estimate between 15-30% more.
Charge bonus modifier e.g. Lance or Choppa modifier. I have estimated this as
1/3 of attacks at the increased strength.
6) Cavalry Normal mounts/steeds add another attack at S3. This is worth 3 points.
Ignoring Movement rate, Ballistic Skill, Initiative, Leadership, assuming no Saves and
no Special abilities like Hatred etc, the table below gives the new points for some units.
New Points for Models No Saves

UNIT

NEW
POINTS

UNIT

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POINTS

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Ungors
Minotaurs
GW
Men at Arms
Knights of the
Realm
DE Spearmen

6
51.8

Gors
Bestigors GW

8.3
11.0

6.7
10.8

Errant Knights
Bloodletters

9.8
10.6

6.9

13

Empire Halbs.

7.2

Emp. Inner
Circle
GW
HE
Swordmasters
Dwarf
Longbeards
HW
Saurus
Warriors
Ironguts GW
Savage Orcs
Frenzied
Choppa
Savage Orcs
Fr;
Choppa;
Biguns

13.3

DE Blackguard
Hlb
Empire
Swords.
HE Spears.

17.5

6.9
6.9

12.6

Dwarf Warriors
HW
Dwarf
Hammerers
GW
Skinks

41.6
11

Ogre Bulls HW
Night Goblins

36.2
5.5

15.4

Slaves

5.5

10.7

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8.3
12.9

4.6

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Clanrats
TK Tomb
Guard
VC Grave
Guard
WOC
Warriors
WE Treekin

6
8.4

TK Skeletons
VC Skeletons

5.5
5.5

8.4

WOC
Marauders GW
WE Dryads

9.3

16

13.5

48.8

7) ASF = (1.5-WS)*WS +WS


8) Saves
The modifier for saves is added to the Toughness points before multiplying by
the number of wounds.

Saves

6+

6+W

6+
5+ 5+W 5+
3+
2+
6+W
6+W 6+W
5+W
Modifier 1.066 1.196 1.279 1.232 1.496 1.479 3.589 3.586 5.379
The next table incorporates saves from armour, Parry etc. The difference in
values for the 2 tables will give the points needed for armour upgrades.

New Points for Models with Saves

UNIT
Ungors

NEW
POINTS
6.8

UNIT
Gors 6+6+W

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NEW
POINTS
9.7

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6+6+W
Minotaurs
52.7 (66.8)
GW 6+
Men at Arms
6.7
NS
Knights of the
25.9
Realm
2+5+W
DE Spearmen
7.7
5+
Empire Halbs.
7.4
6+
Emp. Inner
26.3
Circle GW 2+
HE
22.6
Swordmasters
5+ASF
Dwarf
15.2
Longbeards
HW & Sh
4+6+W
Saurus
13.6
Warriors 5+
Ironguts 5+
44.5 (65.8)
Savage Orcs
Frenzied

11.8

Bestigors GW
5+
Errant Knights
2+5+W
Bloodletters
5+W

11.2

DE Blackguard
Hlb 5+
Empire
Swords.
5+6+W
HE Spears. 5+
ASF
Dwarf Warriors
GW 5+

13.8

Dwarf
Hammerers
4+

15.8

Skinks 6+6+W

5.6

Ogre Bulls
5+6+W
Night Goblins
6+6+W

42.3 (54.1)

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22.9
12.5

6.9

10.4
10.6

6.3

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6+W
Savage Orcs
Fr;2HW;
Biguns 6+W
Clanrats
TK Tomb
Guard
VC Grave
Guard
WOC
Warriors
HW&Sh
3+6+W
WE Treekin
5+W

21.6

Slaves

5.5

6
8.4

TK Skeletons
VC Skeletons

5.5
5.5

8.4

WOC
Marauders GW
WE Dryads
5+W

9.3

29.9

14.5

58.4(71)

Modifiers for M, BS, I and Ld and Hatred, KB, Poisoned, Fear, Undead etc will
increase/decrease the points values. I estimate that this will change the points above by
no more than 0-30%.
There is a good correlation between the values in the table above with the
existing army book values but as you can see there are some distinct discrepancies.
294

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