"My eyes grow dim and my hand falters. The winter nights are cold, and even the heat of the fireplace does not warm my tired body.
My loyal knights see for my every need, but what I really desire is the rest of the realm of Morr. I know that I can go before my lord Sigmar with pure heart, for all sixty-two years of my life I have devoted to the service of the Emperor.
But one more thing remains. I`ll have to pass my years of experience to those hot-blooded young men that shall take over my position as the Warmaster of the Empire. So listen to me and heed me well, for I have not been defeated even once during my thirty-six battles and one-hundred-and-eleven skirmishes."
-- In the year 2514 after
the birth of Sigmar, our saviour
Magnus the heavy-handed,
Hochmarchell of the Empire
Men are your basic WH race. 5 points and the most avarage line of stats you`ll ever see. They cost just enough so they have to pay full points-cost value for the equipment. They have no strong or weak points, and no special rules.
This means that you must learn to understand your troops. They will beat goblins and such in a fair fight, but they`ll die the death if confronted with dwarf veterans. Numbers are often on your side, so use them to your advantage. The greatest asset of humans, however, is their variety. There is almost no troop type they cannot field, and they have access to a staggering variety of War Machines. This way, you can catch your opponent off-guard almost every time.
Wizards : Everybody has a personal preference, but I like the Amethyst and Grey colleges -- Purple Sun of Xereus, Amaranth, Bridge of Shadows, Pit of Tarnus, Traitor of Tarn, and Fate of Bjuna are all very good spells indeed.
Knights Panther, Reiksguard Knights, and
Blazing Suns : These are the strong arm of the Empire: Their charge
can be devastating, and they fight it out very well even after the charge
because of their S of 4.
Weaknesses: The Banner of Wrath is
the nightmare of every knight because it allows no save. M of 6 means that
you flee and pursue only 2D6.
Uses: With a good Standard, support
from the other troops and infantry, and enough numbers (even 20 is not
too much), they`ll usually do magnificently in H-T-H. Just watch out that
goblins or skaven slaves do not trap them with Crown of Command.
Pistoliers : These troops have two uses
-- as close-combatants against enemy "sacrificial troops" (such as skaven
slaves), or, more effectively, as fast cavalry with short range missiles.
Weaknesses : Don`t expect them to win
against very powerful opponents.
Uses : I use pistoliers as fast cavalry
and to harrass the enemy's flanks. If they have enough numbers, their Stand
and Shoot is so deadly that the enemy does not dare to charge them. Use
the fast cavalry rules for full effect -- for example, shoot away against
the enemy`s tough units (S4 and -2 save allows this), and then suddenly
reform into a deeper formation and break a regiment of Bretonnian pesants.
Outriders : Heavily armored engineers
with weird wonder weapons.
Weaknesses : H-T-H is usually fatal
to Outriders, even ones with repeater pistols. Avoid it like the plague.
Uses : With enough numbers and repeater
hand guns, they are a murderously effective unit. 10 of them should be
about right. This gives them a potential of 60 S 4 -2 AS hits! (Ok,
ok, it will never happen, but...) Giving them a champion might be a
good idea because of his BS of 4.
Halberdiers : Humans with halberds.
This means H-T-H.
Weaknesses : Compared to the rank-and-file
of other armies, they often are just too weak and are broken in H-T-H.
Save of 5/6+ and T of 3 do not help the situation.
Uses: Many players form their "main
block" from halberdiers, and who am I to say it should not be so? I personally
feel that they are useful in smaller regiments, to be used against orcs
and other tough creatures. I would rather form my infantry out of Reiksguard,
Flagellants or other elite troops, and put the Battle Standard in their
midst to counter the Empire`s inability to have the Magic standard in an
infantry unit.
Reiksguard Foot : Very good and quite
inexpensive infantry, the Reiksguard are a common sight on a battlefield.
WS of 4, S of 4, and I of 4 are the obvious reasons why they are so popular.
Weaknesses: Even goblins get a magic
standard, but not so the Reiksguard. Their move is only 3, and the sad
fact is that you can only have a one unit of them.
Uses: Any low-to-middle class infantry
(and some weak cavalry) are the main prey of the reiksguard. Remember to
place them centrally so they get a chance to fight at all.
Spearman : Spears are a defensive weapon,
so if you plan to dig in and shoot it out and receive a charge, spearmen
are perhaps useful.
Weaknesses : Compared to their point-cost
value and feeble statistics, I fear the spearmen have seen their day on
the battlefields of the Old World.
Uses: Against other forces with a WS
of 3 or lower, they have a chance. Dwarves, elves and any other tougher
troops will have them for lunch. For the defensively-minded only.
Greatswords : The dreaded Tswei-handers
of the Prussian Empire.
Weaknesses :They are, unfortunately,
a pretty weak unit in WHFB. If you need an S of 5 to hurt your opponent,
then they are useful.
Uses : With enough numbers, they are
pretty effective against beastmen (who otherwise are very diffcult for
imperial infantry, because their high T and 2 Wounds). Because beastmen
only get 1 attack, there is hope in this battle. The best thing to do with
the Greatswords is to place them behind an obstacle, since their opponents
only hit with a roll of 6 and you on the other hand get to strike back
with S 5. This, of course, works only in a defensive overall strategy where
you wait for the enemy. Also, watch out for enemy fliers that ignore obstacles.
Swordsmen : WS of 4 isn`t that special,
but it has its uses.
Weaknesses : Well, they are only humans.
Uses: Against armies that have a basic
WS of 4, they can be frustrating. SInce your enemy will hit you only with
4+, you can bog down a dark elf regiment for a turn or two.
Hand Gunners : Humans with the dreaded
hand gun and the nifty Empire routine of changing ranks while firing.
Weaknesses : Well, at least their "Stand
and Shoot" is deadly. Otherwise, charging units chop them up.
Uses: Either as a very large regiment
on a hill deployed like archers, or using their "creeping and shooting"
tactic in places where you would never place archers. They can surprise
a foe on flat ground where he does not expect any kind of ballistics. Their
S of 4 and -2 save can fell even a mighty knight.
Archers : Human archers. Only notable
thing is their ability to skirmish.
Weaknesses : Usual human weaknesses
prevail.
Uses : I personally prefer crossbows
over longbows, and human archers have a BS of only 3. You can make them
skirmish so that every archer has a chance to shoot. This can be useful
when the battlefield does not include many hills.
Crossbowmen : Humans with crossbows.
What else is there to say?
Weaknesses : What did you expect from
a missile unit? No close-combat ability.
Uses: I personally think that every
army that has access to crossbows should always field them. Either as a
one large unit (even a dragon fears charging a 30+ strong crossbow
unit) or several small ones. With crossbows, I heartily recommend a very
large unit. They will not move anyway, and thus they have a glimmer of
hope against an enemy H-T-H unit. I`d say 30 crossbowmen, in three ranks,
on a hill, perhaps with a standard. (combat resolution of 3+1+1 for higher
ground.)
(What I say is not without merit. Think
of it -- S 4 CAN wound a creature with a T of 7, and is deadly against
a normal T 3 opponent. -1 on armor-save also helps enormously.)
As a final word, never, never take
any armor for them! That is too darn expensive!
Kislev Winged Lancers : As one of the
few Empire regiments permitted to buy a magic standard, the Winged Lancers
can come in quite handy. Just don`t expect them to defeat Trolls.
Weaknesses : S of 3 and quite a low
armour save sets them back a bit.
Uses : Against foes with T of 3, their
charge is devastating, and they can carry that Banner of Wrath that wouldn`t
fit anywhere else. Against orcs and other troops with a T of 4 and good
H-T-H troops, I generally tend to avoid them.
Kislev Horse Archers : Cheap and fast,
the most famous usage for these troops is to lure out the goblin fanatics.
There is, however, far more here than meets the eye. Skirmishing is a surprisingly
useful thing.
Weaknesses: Well, T of 3, S of 3, and
no horse attacks mean that the brave Kislevites are not a match for any
close-combat troops.
Uses: These brave kislevites can skirmish,
so take advantage of this. They also enable you to field Tzarina Katarin
If you think you need her desperately, a unit of 5 horse archers costs
only 80 points.
One of the best uses for them is to put them
in a snaking formation (so they require only a minimal amount of space),
deploy them on the flank, and then race towards a dangerous enemy unit.
Simply by being within 8" they can stop the enemy from marching. If you
can do this by being on the flank of the enemy unit, then so much the better
-- they cannot charge you then. Think about the frustration of those Chaos
Knights! Try to move to the enemy`s rear, so you get the chance to charge
the enemy from behind once your main troops get to grips with the enemy.
Sure they won`t cause many casualties, but +2 on combat resolution sure
helps!
Flagellants : T of 4, 2 attacks, immunity
to psychology and break test, plus S of 4 and flails (gasp!) makes
the flagellants the best H-T-H unit when compared against their
ridiculously low point-cost value.
Weaknesses : No armor save, WS of 3,
and only 1 unit per army limits their effectiveness. Spells like Blade
Wind that ignore toughness and require an armour save are deadly.
Uses: Either get the strong-arm of
your infantry from these men and form a big unit, or take only a
small one to tie up an important enemy unit. A good trick to counter their
low WS is to put your battle-standard bearer with flagellants and give
him the Banner of Might! As my final recommendation -- always take flagellants,
and always take lots of them.
Dwarfs : Many options. The best is to
give them spears and shields.
Weaknesses : Move of 3 forces you to
deploy your dwarves in a place where they are sure to see some action.
Uses : With spears, shields and light
armor, they are your best option for spearmen. With T of 4, WS of
4, and the fact that they are slow (and thus are often charged and can
bring the extra rank into play), they are an excellent choice instead of
human spearmen. Very high LD helps against panic and break tests. For the
defensive player.
Halflings : With WS, S and T of 2, but
BS of 4. I think their role is pretty obvious -- archers. High LD is a
helpful feature.
Weaknesses : Well, if you are looking
for a puny H-T-H unit, look no further. These little guys are very, very
bad in H-T-H.
Uses : Armed with bows(!) and with
the abilty to scuttle through forests, they are a very good value for the
points. You can easily field 30+ of them. Just avoid too tough or too well-armoured
targets.
Ogres : Strong, very tough and 3 wounds.
Two attacks are a welcome bonus.
Weaknesses :As could be expected, their
massive statistics give them a very high point-cost value. WS of only 3
makes them a dubious choice against armies like Chaos, which have plenty
of characters with WS of 7+. Large size makes them easy targets for missiles.
Uses :You can usually surprise your
opponent with ogres. It is a good idea to give their leader the Crown of
Command, so they don`t have to care about break tests and can concentrate
on bashing opponents instead. Their high T and massive W total makes them
very resilient. Halberds are a very good choice, especially against (Chaos)
dwarves, for their I of 3 allows them to strike before Dwarves. In a great
many battles, their resilience combined with the Crown of Command usually
win in the end. Skaven players get furious when you challenge their "invincible"
Rat Ogres (and win) with your own Ogres.
Mortars : Very much like Stone Throwers,
except their misfires are a bit less self-destructive.
Weaknesses: Many players feel that
they cost too much and are weaker than the Stone Throwers.
Uses: If you decide to take them, try
to field at least three of them. This gives you an avarage of 1 "HIT" per
turn. It also gives a chance to use the mortars as a mass-destruction weapon
as they are supposed to be. Their accuracy and reliablity leave a lot to
be desired, however. Best against Skaven, Orcs and such that have so many
units that you`re bound to hit something.
Great Cannons : With a range of 60"
and causing D6 wounds, they are the most inexpensive cannons available
(compared to the cannons of other races).
Weaknesses : Well, the misfires happen
all too often, and the crew are just too puny to fight against anybody.
Uses : Shoot characters on top of big
monsters. It is a very good idea to place one cannon a bit further than
your battleline. This way, when an enemy flier lands to attack your unit,
you can shoot at him straight away without the fear of hitting your own
troops.
Steam Tanks : A moving cannon with T
of 10 (!) and 5 W.
Weaknesses : Not very useful against
troops with high I like the elves. The malfuctions are often catastrophical.
Uses : Against orcs, dwarfs of any
kind, and Bretonnians, the Steam Tank usually does buisness very well.
I myself always use as many steam points as possible, since when the boiler
fails it is bound to stop the tank anyway.
War Wagons : A chariot with six crew
and two horses. (Shouldn`t this be the other way around?) A great
many experimental weapons make the wagon a nice thing to dabble with. Very
powerful at charge. D6, S7 hits is nothing to laugh at. A great hoard of
Wounds is also an asset.
Weaknesses: Only two horses makes the
War Wagon very easy to stop with missiles.
Uses: Either as a part of a massed
charge, or (if your gaming group allows the same weapons in a single Wagon)
as a defended base for hochland long rifle attacks. I`ve seen some players
use 4 (!) War Wagons in "Hussite" style, making a defensive obstacle in
the middle of the field. The cavalry advanced behind this wall and were
hidden from the enemy war machines.
Helblaster Volley Guns : A much talked-about
device. It is potentially one of the most devastating things in the whole
game.
Weaknesses : The effective range is
too short. Try to keep the crew within 12" of the general if at all possible.
Panic spreads so easily...
Uses : A powerful psychological weapon,
as any army will cringe in terror when they see this device. You
can dictate the enemy`s route by placing Hellblasters at strategically
important places. Many people use transportation spells to move the Hellblaster
to a better firing position, but equally many gaming groups disallow this.
I myself used a Bridge of Shadows to transport an enemy unt within range,
much to the dismay of my opponent! Do not fire unless your foe is
within 12" inches -- the effect is too weak.
Halfling Hot Pot : If you have a halfling
unit, then you should consider this 50-point war machine. At least the
crew don`t panic that easily.
Weaknesses : Do not expect miracles
from the crew.
Uses: I have destroyed a great many
knights with this thing, as it allows no armor saves. It is useful against
rank-and-file only because of its feeble S and the disability to cause
multiple wounds.
Magnus the Pious : A very interesting
case, with loads of special rules and no option for magic items.
Weaknesses : Your opponent will know
exactly just how tough Magnus is. The obvious disadvantage is, of course,
the inabilty to use any magic weapons.
Uses :LD 10 is a Good Thing, and the
Immunity to psychology is useful. I personally mount Magnus on a barded
warhorse and put him in a unit with Standard of Shielding and Banner of
Might. This gives him a 1+ armor save with re-roll, and gives +1 to hit
for his mighty strike.
Ludwig Swarzhelm : A much-envied Battle
Standard Bearer with a massive 3 wounds. Comes with one of the most point-cost-effective
magic swords ever (especially good against cavalry because it allows no
save).
Weaknesses: The only real weakness
is his inablity to use any magic standard. (Sure, he can`t ride a monster,
but that`s not the purpose of the battle-standard.)
Uses: With 3 wounds, Ludwig is always
a good choice for battle-standard unless you really need that extra magic
standard.
Grand Theogonist Volkmar : An almost
immortal High Priest mounted on an impressive War Altar.
Weaknesses: Easy prey for enemy War
Machines. You cannot afford to lose the War Altar, or the powers of the
theogonist are history.
Uses: Many people use Volkmar as an
assault weapon and get shot up very badly. Mighty though he is, he cannot
take on the whole enemy army. Especially the armies with many and/or effective
War Machines -- these are the High Priest`s bane. A far better idea is
to gather your best troops around him, making them immune to psychology
and break tests!
(I very often play defensively, setting the
War Altar in the middle of my troops. This gives me an army of unbrekable
troops who are immune to psychology. When trying to win supremacy in magic,
Theogonist is a useful tool. Make sure that you draw the spells from a
college that has cheap spells -- Theogonist`s magic is easy to dispel,
and he has a limited amounts of power.)
The Supreme Patriarch : The most hated
of all Empire characters, Thyrus Gormann comes equipped with the dreaded
Staff of Volans. Has a cosmetic WS of 4.
Weaknesses: Your opponent will do anything
within his power to kill poor old Thyrus. Black Amulet is almost essential.
Uses: When you need to get a spell
through, Thyrus is your man. I personally prefer the Crimson Bands, in
a defensive strategy to tie up that pesky Chaos Knight unit. You can try
to dip other college decks with the Book of Ashur, but this is risky (since
you draw last, and are not allowed to change the spells you are dealt.)
Kurt Helborg : Perhaps the best canditate
for a general. WS 7 is very useful. He can also serve as a sidekick for
your assault, as he can fly on the back of a ferocious monster.
Weaknesses : Kurt must love his Runefang
very dearly. It would be nice to give him a Deathsword!
Uses: A useful man everywhere: High
LD allows him to lead foot troops, and especially to help with the detachment
rule. His good H-T-H statistics allow him to challenge many enemy characters.
(I once gave him a Strength Potion and a pegasus,
and charged Nagash. He caused 6 wounds and routed the unlucky Necromancer
off the field! Rare, but possible.)
Boris Todbringer : The Talisman of Ulric
is one of the most useful items around.
Weaknesses: None. Just remember that
he is only human, not a Vampire Lord.
Uses: Because of the Talisman, Boris
is able to fight in H-T-H quite effectively. The Runefang is powerful against
armour and undead alike.
Valmir von Raukov : With Runefang and
the Dragonbow.
Weaknesses: Nothing special.
Uses: A defensive player`s choice.
Dragonbow is a very useful thing, especially against expensive enemies
such as Elves with their low armor save and T. The Dragonbow is easily
equal to most of the Empire War Machines.
Marius Letdorf : The famous frenzied
count. 6+1+1 attacks make Marius one of the best H-T-H characters of the
Empire.
Weaknesses: Sometimes his Frenzy makes
Marius charge the wrong unit.
Uses: A slayer of cavalry without peer
and a bane of all Undead armies, since his frenzy makess him immune to
psychology and his Runefang chops up even mummies.
Tzarina Katarin : A warrior/sorcerer
from Kislev. Her S is bit too low to use her deadly weapon.
Weaknesses : Low T and magic level
of "only" 3. Lvl 4 Ice Mage would be really something!
Uses : As an addtional mage. Ice Magic
is very powerful, and a Bridge of Shadows/Bridge of Ice combination can
dispirit any opponent. Giving Tzarina a Strength Potion gives her a chance
to use her weapon effectively for one turn.
I personally feel that the most important thing is to have a coherent plan and stick to it! Don't design units just for the hell of it, give each and every one of them a definite mission! Draw your plan on paper so you rememeber what everybody is doing. It is far too easy to forget one regiment in the army of the Empire, when you usually have plenty of units.
As a last word, watch out for enemy characters Your opponents usually have vastly superior characters, especially in H-T-H. Shoot them, cast spells at them, challenge them with champions, and equip your own characters with Deathswords, Frostblades and Daemon Slayers.
Here are a few general tactics to consider:
Charge!
You can mass your close-combat troops together
and attack the enemy, regardless of casualities. Your numbers are probably
high enough to take on almost any army and absorb the missile casualties
along the way. Don`t try this against Skaven (even greater numbers), Chaos
(they'll beat you up), or orcs (just too many of them!). Units to use with
this tactic are the fast-moving and hard-hitting ones -- Winged Lancers,
the Knightly orders, Ogres, War Wagons, Steam Tanks, and allies.
Defensive Line with Reserve
I am a defensive player, and the Army of the
Empire gives any general a very good chance to field a magnificent defensive
army. Just don`t try to out-shoot the High Elves! (Those 50-point repeater
bolt throwers will be the end of you.) Get as many crossbows, cannons,
Hellblaster Volley Guns, hand gunners, and missile-armed allies you can.
Compose a few hard-hitting units as an agressive reserve. Shoot your enemy
while he advances, and then charge him after you have weakened him enough.
Get the balance right! Use War Wagons, Steam Tanks and Flagellants as your
close-combat troops. They are hardy enough to stand against any troops.
Hammer and the Anvil
Put your hard, fast units on one other flank,
and your slow units on the other. Hang back with the slow units, break
the enemy on the other flank, then race to help the slower troops. With
your enemy caught between the the Hammer and the Anvil, your local superiority
and greater numbers will win the day. The trick with this tactic is to
make the fast troops tough enough. Lots of heroes, magic items, Battle
Banners, and so on will break those enemy units -- if you are determined
enough. Even Chaos Knights can be killed, so shy away from nobody! The
other half of your army should look ferocious and numerically strong, but
their main purpose is to have maximum ranks+standard, and the advantage
of the higher ground as well. This does not mean that they should be shoddy
-- give them all advantages possible, by all means. Regiments of halberdiers
with a Crown of Command can trap even a unit of Cold One riders until your
hard-hitters arrive, provided you have sufficient numbers.