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Home » Great Library at Hoeth » Book of Warfare » Tactics » PapaElf's 7th Edition Tactica - Part 5 - High Elf Order of Battle
| PapaElf's 7th Edition Tactica - Part 5 - High Elf Order of Battle |
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Tactics, Part 5 --– High Elf Order of Battle (New)
As noted in sections one through four, High Elves depend on maneuvering
assault teams into such position where they can attack an isolated
enemy and quickly destroy it. The longer your multiple units are tied
up in combat, the longer the enemy has to react to your movements and
bring in reinforcements. Remember, units engaged in combat are the least maneuverable units around . . . they are stuck in combat until the battle ends.
This article will discuss the strengths and weaknesses of our various
melee units: which situations they are best used for, what they bring
to the table, whether they should be on the table against certain
armies, and with which additional units that particular melee unit can
effectively team. Notice that this concept of teaming only works if
you’ve gained an advantage in the maneuver phase of the game . . . you
can’t flank a unit if another unit is denying you that flank. Most of
the analysis here will assume that one can get out on the flank and
create the opportunity for multiple charges through one’s superior
maneuverability.
Core Choices:
Spear Elves If one fields Spear
Elves, they will often be in the center of your battle line, taking
charges from the most fearsome enemy units while waiting for counter
chargers from our “shock” melee units.
Spear Elves benefit from two special rules; (Martial Prowess
(fight in extra rank) and “Speed of Asuryan” (always strike first,
i.e., “ASF”) and are our best source of combat resolution bonuses. At
nine points a model a unit of 20 with full command comes in at 205
points. I believe viable unit sizes are 10, 15, 18, 20, 21, 24, 25, and
28. With the larger unit sizes, the +1 for outnumbering makes the Spear
Elves very important. Remember the outnumbering +1 represents a 2 point
swing in combat resolution. (+1 for the High Elves, and a loss of +1
for the enemy) With four ranks, standard and outnumbering they carry a
+5 (+6 if you consider that the enemy does not get the outnumber bonus)
combat resolution modifier into combat.
Rank Size for Rank Bonus is 5 Models: - New 7th Edition Rule
This rule affects the optimum size of a ranked infantry block. The
6th Edition standard, of 20, is still legal, however it loses rank
bonus upon suffering a single wound. This seems to say that our optimum
size might be greater than 20. If that is the case than the typical two
spear blocks might be the next casualty. Two units of twenty four with
full command are 588 points. I’m experimenting with “Uber” units of 28
(7x4) and 30 (6x5)
This comes down to a trade-off between attacks and static points of
resolution and whether or not ones list has the points available for
the larger blocks.
Spear Elves can be used for the following missions: Assault Team
Anchor (large units with benefit of magic spell “Courage of Aenarion”),
Assault Team Support (small units without command).
If stubborn, the Spear Elves are one of two or three units (others
being White Lions and larger units of Phoenix Guards) that can perform
the “stick” portion of the “stick and flank” tactic against any enemy
“Shock” melee unit. If not
stubborn, beware attempting this “stick” against weapon skill 5+ and/or
strength 4+ enemy units. Against weaker units the new rule “ASF” should
help carry the day. In addition a Battle Standard Bearer or “Gem of
Courage” could prove very useful.
The Spear Elves can get off a large number (Martial Prowess) of
attacks, 15, 18, or 21 (10, 12, 14 on the charge) depending upon
whether one’s frontage is 5, 6 or 7 wide. The attacks are strength 3
however and should not be expected to do much against heavily armored
or extremely tough opponents. Adding a combat character to the unit
greatly enhances the combat effectiveness of the unit. Remember the
combat resolution benefits of the Spear Elves are lost, if one allows
them to be flanked. Do not allow this to happen.
Spear Elves are best teamed with fast units that can flank the
enemy engaged by the Spear Elves (Dragon Princes, Silver Helms, and
Ellyrian Reavers).
Archers Archers are not a
classic melee troop, but they can provide a melee boost in desperate
situations. Units of Archers can threaten flank charges into important
combats, and are also decent fighters when pitted against light enemy
troops.
Archers are our best “Flank Superiority troops available. Light
enemy forces will feel compelled to engage and destroy the Archers or
be destroyed themselves by concentrated missile fire (often supported
by “Curse of Arrow Attraction”). Archers can also be helpful as Assault
Team Support near the end of the game, when most enemy units are
engaged in combat and there are no attractive targets.
Archers can perform the following missions: Flank Superiority, Assault Team Support.
If one intends to use the Archers in melee combat, one may want to
take more models then the minimum size of ten. Fifteen Archers can
reform into a compact combat unit that packs a combat resolution punch
(ASF, +2 for ranks and 15 for outnumbering purposes).
Lothern Sea Guard The Lothern
Sea Guard is our second unit that benefits from the “martial prowess”
special rule. They are also (almost by definition) an Archer melee
unit.
According to the fluff the Sea Guard are said to offer the best of
both the Spear Elves and the Archers. However with shields they cost
44% more (13 points) than the Spear Elves (9 points) and they are armed
with bows (24” range) as opposed to the Archer’s longbows (30“range).
Their expense makes really large blocks, cost prohibitive, with optimum sizes being 10 or 12 models with Shields.
The Sea Guard are however very flexible from the sense that, they
can be played as either Archers or Spears as the occasion demands and
can perform the following missions: Assault Team Support, Flank
Superiority, and Fire Base Rear Guard.
The versatility benefits of the unit are difficult to achieve as it
takes different formations to maximize either the spears or the bows.
The strongest option is probably to deploy as a Spear Block performing
a Fire Base Rear Guard mission and look for targets of opportunity
(i.e., large targets or units on a hill) where all ranks of the block
can shoot.
The Most “esoteric” 7th Edition Rule Change
Ranked missile troops (Sea Guard?) now have the ability to shoot
from ALL ranks of the formation, IF the formation is on the “Flat” and
the target is a "Large Target" or the target unit is in an Elevated
Positions”. (i.e., on a hill.) “Give your opponent the hill piece in
terrain selection, take Sea guard and blow him away!” (page 9, BRB)
Lothern Sea Guard are best played as Fire Base Rear Guard with fast
armies capable of engaging the enemy on turn two (Dragons, Eagles,
Dragon Princes, Silver Helms, Ellyrain Reavers, and Chariots).
Special Choices
Sword Masters of Hoeth Sword
Masters are excellent fighters and one of only three units in the game
with a weapon skill of 6 (other units: Wood Elf Wardancers, Chaos
Chosen). They “always strike first” and have two weapon skill 6,
strength 5 attacks per model. For all these advantages, Sword Masters
have two major weaknesses: toughness 3, and a 5+ armor save.
Missile fire can make mincemeat out of an expensive unit of Sword
Masters, so you’re going to want to shield them from such ranged
dangers as best you can. This normally means approaching the enemy
battleline from behind a wood or other obstacle (Banner of Ellyrian
and/or Sacred Incense can be helpful).
Sword Masters can perform the following missions: Assault Team Hammer,
Flank Superiority, Assault Team Support, and Mage Hunting.
Sword Masters can bring the hurt in Melee combat. Ranked seven wide
with champion they bring 15 weapon skill 6, strength 5 attacks,
striking first, that typically hit on 3’s and wound on 2 or 3+. Give
them the “Banner of Balance” and they will decimate the undead (i.e.,
no fear checks or auto breaks) If one knows that they are playing the
“shambling hordes”, I strongly suggest two units (give the second unit
“Lion Banner”). I believe viable unit sizes are 5, 6, 10, or 12 as
support units. As main battle units (unusual, rare and not really
recommended) 20 or 25 played in “square” blocks with the champions
and/or nobles in the corners. This gives maximum attacks regardless of
direction of enemy assault.
Sword Masters should team with an “attrition” melee unit or a fast “shock” melee unit.
As mentioned above Sword Masters can be fielded in small units of 5
(with or without Blade Lord) as assault team support. This unit would
cost 75 - 87 points making it one of the more expendable units we can
field. When fielded with a larger unit of Spear Elves or Phoenix Guard
these small units could act much like an Empire detachment. They don’t
get the automatic flank/countercharge, put the parent unit’s ability to
hold in combat means that your opponent faces a heavy flank charge on
your next turn if said opponent is unable to break the parent unit.
This small unit is dishing 10 – 11 strength 5 attacks at weapon skill 6
which coupled with the parent unit’s static combat resolution will
break most units.
The small unit is better than an Empire detachment because with ASF
they can seriously damage light units thrown their way in an attempt to
tie them up. If the small unit is charged with a substantial unit,
flee. If the enemy fails to catch the Swords, than the big unit is set
up for the countercharge from the parent unit, “Right out of the Empire
handbook”.
Phoenix Guard Make the Phoenix
Guard stubborn (Korhil, Magic Spell) with ranks and banner and one has
perhaps our finest attrition melee unit. Give them the “Banner of
Arcane Protection” for magic protection, MR(2) (or play Caradryan for
MR(3)) along with their 4+ ward save, weapon skill 5, strength 4
attacks, striking first with leadership 9, resulting in a formidable
melee unit.
The Phoenix Guard’s ward save is helpful against missile fire,
however a Noble with “Sacred Incense” (-1 to hit) can provide
additional missile defense. Their ability to cause fear (i.e., immune
to fear) make them the elite of choice against the undead armies. If
you field Phoenix Guard, they will often be in the center of your
battle line, taking charges from the most fearsome enemy units while
waiting for counter charges from the less stable, but more deadly
members of the assault team. Phoenix Guard can be used for the
following missions: Assault team anchor (large units with or without
character), assault team support (small units without character).
As previously noted, the Phoenix Guard are one of three units, four
if one counts the Seaguard, along with White Lions and Spear Elves that
can perform the “Stick” portion of the “Stick and Flank” tactic. Their
weapon skill 5 means they will hit more often and, possibly more
important, not be hit as often by elite (WS 5) or substandard (WS 2)
enemy troops.
Phoenix Guard are very good troops, and in my opinion the most
improved unit in the 7th edition list. A unit of 20 Guard with combat
character (perhaps a battle standard bearer with great weapon and
“Armor of Caledor”) can give a very tough object in the center of your
line. Given full command and the War Banner a unit of 20 costs 350
points not counting the character, a big investment in what will
probably be your most expensive unit.
Phoenix Guard are best teamed with fast units that can flank the unit
engaged by the guard (Ellyrian Reavers, Silver helms, and Dragon
Princes). If the Phoenix Guard have a Battle Standard Bearer, White
Lions are very attractive teammates. Again with Battle standard Bearer,
small units of Swordmasters or Spear Elves are also decent teammates.
White Lions White Lions are now
“stubborn”, an ability that makes them a natural for the “stick”
assignment of the “Stick and Flank” tactic. In addition they are
“Woodsmen” yielding good flexibility, come equipped with “Lion Cloaks”
giving missile resistance, and at strength 4 the strongest Elf unit in
the entire list. White Lions can perform the following missions:
Assault Team Support, Assault Team Hammer, or Assault Team Anchor.
White Lions are excellent flakers; if they hit almost any unit in the flank, it will probably break.
Unfortunately, their great defense “stats” does not mean that they
are a great anchor unit. They have two big weaknesses; toughness 3 and
armor save of 5+. They tend to lack static combat resolution (absent
exorbitant and completely unjustified expense). I believe the viable
unit sizes to be 5, 6, 7, 10, or 12 and prefer the single rank
formations where all models are in the fight. Their cost often means
that they will have lower unit strength then the opposing enemy unit
and must rely on inflicting wounds and avoiding casualties in order to
win combat. With a leadership of eight the “Stubborn” break test is a
nerve racking proposition as they are odds on to being run down against
fast “shock” melee troops should they break. Note well, that “Stubborn”
and “Un-breakable” (I wish) are two completely different things.
Good generalship can overcome these drawbacks in several ways. The
first is to expand the White Lion’s effective charge range. This can
only be accomplished through employment of a usefully located forest.
The White Lions can then approach the battle from behind and very, very
slightly to one side of the woods, forcing any enemy unit wishing to
charge them through or around the forest, functionally reducing the
enemy unit’s charge range. Many opponents will have difficulty with
this due to their unfamiliarity of estimating charge ranges through
difficult terrain. This leads to failed charges or undeclared charges
that would have been successful. This strategy is especially useful
when teamed with another more effective anchor unit such as a big spear
or Phoenix Guard block. This unit will be fielded slightly ahead of the
White Lions angled in towards the woods. Enemy units will now be unable
to skirt or go around the forest without engaging the other anchor
unit, but if they engage the other unit they expose a flank to the
White Lions.
The problem with this tactic is that you have to convince your
opponent that he wants to fight in the area where the forest is
located. Of course denying your opponent a central portion of the
battlefield in this manner can be a tactical victory all in itself,
especially if you force your opponent to split his forces to avoid your
forest supported small White Lion unit.
White Lions can also be very effective when teamed with a redirection
unit. The White Lions can approach the dangerous enemy unit while a
Great Eagle lands in front of the unit to angle it to one side. The
enemy can either charge the Great Eagle and expose a flank to the White
Lions, or hold and receive a charge from the White Lions in the front.
As a variation the white Lions can be used as the countercharge unit in
the “Flee” tactic discussed in Part 4.1 of this article. One easy way
to employ this tactic against cavalry units, if you don’t mine
sacrificing the redirection unit, is to put the redirection unit very
close to the enemy (i.e. one to two inches). Meanwhile keep the White
Lions and other combat units in position 16-20 inches away, depending
upon the speed of the unit you’re planning to trap. Again the Eagle is
a good sacrificial unit, both because it’s cheap, but more important
because it tends to influence your opponent into thinking you are
trying to redirect his unit without adequate support. Your opponent
charges the unit, but instead of holding, you flee. If all goes well,
your opponent runs you down, and therefore must move his entire charge
distance right into the middle (one-two inches) of your trap and the
White Lion countercharge. As an added bonus, have a fast unit available
as part of your countercharge force so that your opponent has little
hope of getting away should he elect to flee from the countercharge.
Bottom line, the White Lions are difficult to play, but they have
serious potential and if played properly can become an integral part of
a successful battle plan.
Shadow Warriors The changes in
the 7th Edition High Elves Army book with respect to the Shadow
Warriors are in my opinion all good. However, the changes to the
skirmisher rules in the Baseline 7th Edition Rule book are not so good.
Skirmishers have lost the ability to move at “Double Pace” and now
march like other individual models. This means they are now subject to
being march blocked. This greatly harms their flexibility and coupled
with the fact that they can be forced to deploy in own deployment zone
on low terrain tables makes them a problematic army selection.
One of the bonuses of fielding Shadow Warriors, (if you play open
lists) comes during your opponents deployment, as he will have to place
units inside terrain features such as woods if he doesn’t want the
Shadow Warriors showing up in the middle of his battle line. If your
opponent does not have access to scouts, this can be a big problem for
him (ranked units take forever to get out of the woods, since they
cannot march and are slowed to half speed). Even if he does have
scouts, you are forcing him to deploy them in the woods, which is often
not the place he would have preferred.
Ellyrian Reavers The Reavers
are fast. With movement 9 and fast cavalry rules, they are very, very
fast. They are also vulnerable. With only toughness 3 and a 5+ armor
save, they are very, very vulnerable. Enemy shooters will tear them up,
as will even the most basic damage spell (D6 S4 is bad news to these
guys).
Ellyrian Reavers can be used for the following missions: Flank
Superiority, Assault Team Support, Mage hunting, War Machine Hunting,
March Interdiction, and Redirection.
Ellyrian Reavers assigned to a “Flank Superiority” mission will
work with a team of other units to eliminate all enemy light units on a
particular flank. With their excellent speed, they can perform as
effective “shock” melee against low toughness, light Armor units. Their
bows allow them to cause panic checks and inflict long range damage on
such units as well. This will allow heavier units such as Silver Helms
or Dragon Princes or slower, vulnerable units such as Swordmasters to
freely support the main assault teams without having to worry about
fast cavalry, missile fire, skirmishers, or small units of heavy
cavalry crashing in from the flank. Archers, Bolt Throwers, other
Reaver units, Shadow Warriors, and Chariots can all be effective
members of this team.
Ellyrian Reavers assigned to a “Assault Team Support” mission are
primarily concerned with either moving into position to provide a flank
charge on enemy units engaged to the front by heavier “anchor” units
such as Spear Elves, Lothern Seaguard, and Phoenix Guard, or “Hammer”
units such as Dragon Princes, Silver Helms, Swordmasters, and White
Lions (if “Stick and Flank tactic is used) or with drawing failed enemy
chargers in to charge range of “Hammer Units” (if “Flee” tactic is
used). The Reavers speed and flexibility make them an ideal choice for
the “Flee” tactic, but their Fragility makes the harder hitting Dragon
Princes or Silver Helms better choice for Assault team Support When
“Stick and Flank” is used.
Ellyrian Reavers assigned to Mage Hunting will attempt to close
with and engage units containing enemy mages, placing as many attacks
on the Mage as possible before breaking. Those assigned to War Machine
Hunting will close with and engage War Machine Crews. March
Interdiction and redirection tactics have both been previously
discussed. Suffice to say that the Reavers are not the ideal for either
of these missions, but can perform them if no other units are
available.
Silver Helms Silver Helms have
become the red-headed step child of the 7th Edition High Elf list. As a
special selection they compete for playing slots with the improved
elite units. They have not improved; in fact they have lost the ability
to carry a magic banner, or to be fielded as light cavalry without
barding.
Silver Helms however, can still be fielded with a 2+ armor save and
still bring strength 5 attacks on the charge and can be used in Flank
Superiority, Assault Team Support, Assault Team Hammer, and War Machine
Hunting missions.
Silver Helms are the second best Flank Chargers in the High Elf
army, so to the extent possible one should be using them in that role
as part of one of your assault teams. They team with any anvil or
support assault unit that can break ranks.
Dragon Princes Dragon Princes
have lost access to their ithilmar barding, thereby losing an inch of
their movement and two inches off their march and charge ranges. Their
costs have moved to 30 points a model and 50 points for full command
from 26 and 45 points respectively. On the upside they now get two
attacks and are no longer a restricted 0 – 1 choice. They benefit from
ASF and are now perhaps the finest “Heavy Cavalry” hammer unit in the
game.
Dragon Princes are strength 5 on the charge, have weapon skill 5,
Initiative 6, leadership 9, and an armor save of 2+; all above average
statistics. They are immune to dragon breath, fire and flaming attacks
and can carry a 50 point magic banner plus a 25 point item for their
champion.
Dragon Princes can be used for the following missions: Flank
Superiority, Assault team Support, Assault Team Hammer, and War Machine
Hunters. Dragon Princes are the premiere flank chargers of the High Elf
Army, so to the extent possible you should be using them in that role
as a part of one of your assault teams. Against some armies you will be
able to engage the enemy’s lighter or flanking forces with your dragon
Princes before they assist the assault teams, but if you don’t have
time (i.e., your opponent has several fast shock units bearing down on
unit) you should try to clear the flank with your Ellyrian Reavers,
Chariots, or other flank superiority forces to allow the Dragon Princes
the freedom to assist your main assault teams.
Dragon Princes can be used in tandem with almost any sort of anvil
or support assault unit that has the ability to break ranks. One of the
problems with using the Dragon Princes with a shock unit such as a
chariot is that the Enemy unit can turn to face the Dragon Princes
leaving its flank open to a unit that cannot break ranks. One will want
to make sure you have two rank breakers available against any sort of
big infantry or cavalry unit.
With only toughness 3, and loss of the +2 charge initiative, one
wants to avoid being charged or stuck in combat. Dragon princes can
take unacceptable casualties if charged by any tough 4+
unit.
Tiranoc Chariots Tiranoc
Chariots are the longest range “shock” unit available to the High
Elves. The downside is they cannot march, enter difficult ground, break
ranks, or gain the flank bonus on flank attacks.
Tiranoc Chariots can be used for the following missions: Flank
Superiority, Mage hunting, War Machine Hunting, March Interdiction, and
Redirection
Tiranoc Chariots assigned to a “Flank Superiority” mission will
work with a team of other units to eliminate all enemy light units on a
particular flank. With their excellent speed, they can perform as
effective “shock” melee against low toughness, light Armor units. They
have D6 strength 5 impact hits, two strength 4 attacks (crew with
spears), and two strength 3 attacks (horses) on the charge. The team of
other units could include Archers, Bolt Throwers, Reaver units, Shadow
Warriors, and other Chariots.
Mage Hunting with Chariots is problematic unless the target unit is
small. Any impact hits are distributed as shooting and cannot target
the mage specifically. The attacks of the crew and horses can however
be targeted and can be effective against a lightly armored mage.
War Machine Hunting is the Chariots forte as all attacks are directed against the war machine crew.
Again March Interdiction and redirection tactics have both been
previously discussed. Suffice to say that the Chariot is almost a
natural for redirection. It’s cheap (by High Elf standards, 85 points)
it is fast and is unit strength 4. One must however pay attention to
alignment as the chariot will destroy itself if it flees into difficult
terrain and if will inflict impact hits if it flees through a friendly
unit.
Lion Chariot of Chrace The Lion
Chariot is the High Elves hardest hitting “Shock Interdiction” unit.
Lion Chariot’s have D6 strength 5 impact hits, two strength 5 attacks
from the White Lion crew, and four strength 5 attacks from the War
Lions, and causes fear. The Lion Chariot is a new unit introduced in
Seventh Edition and can be used in the same manner and for the same
missions as the Tiranoc Chariot above. However, the Lion Chariot is
slower with a movement of eight inches and a 16 inch charge range.
Great Eagles Great Eagles are,
bar none, the best and most useful troops that a High Elf general has
at his disposal. At 50 points a copy, Great Eagles perform a whole host
of tasks on the battlefield while risking little in the way of points.
Great Eagles are fantastic march interdictors, excellent diverters, the
best unit we have to draw out Goblin Fanatics, and very good at deep
strikes against light enemy units such as war machines.
It’s not too difficult to see why great march interdictors. 50
points for a flying unit that prevents enemy marching is a very good
deal, and if the Eagle is targeted by enemy magic or shooting, that
just means that fewer elves will be in harm’s way. Two Eagles, for a
100 point investment, can slow the advance of your opponent’s entire
assault team.
The problem is getting your eagles behind enemy lines in the first
place. This is where patience is important. You will most likely not be
able to fly your Eagles behind the enemy on turn one, since the enemy
starts out 24 inches away and the Eagles only fly 20 inches. This is
why your first move with the eagles should only be 6 – 8 inches out in
front of your battle line, ready to swoop behind the enemy advancing
forces on turn two without exposing themselves to enemy charges on the
way. You may have to alter this plan if the enemy has cavalry,
especially if they get first turn, since the cavalry can be halfway or
more across the board by the first turn. In this situation, place the
eagles across from the cavalry (if you wish to interdict some or all of
your opponents heavy mounted units) so that the Eagles will be ready to
immediately interdict (or redirect) if they move quickly forward.
Great Eagles are also great at redirection, which has been
discussed extensively elsewhere. Sending a 250 point enemy unit with a
250 point character off in the wrong direction, taking them out of the
game for two turns, is not a bad return for a 50 point investment. As
an added bonus, under seventh edition rules the Eagle no longer has to
hold to force the redirection, but can flee the charge. The charging
unit can no longer freely redirect his charge (as in 6th Edition) but
must chase after the fleeing unit giving the redirecting Eagle a better
chance of survival than before. This allows for rally and flying back
into the game (following turn) for more redirection later in the game.
Drawing out Goblin fanatics is another great use for Eagles. 50
points is a small price to pay for getting those fanatics out of the
Goblin units as quickly as possible, and the Eagle might survive the
process if the first fanatic doesn’t reach the Eagle (since subsequent
fanatics cannot go through the first one). Goblin fanatics can really
mess up a battle plan, and getting them out of their units should be a
primary priority.
Finally, there are few war machine crews (dwarfs excepted) or
missile units that can stand up to a dual charge from a pair of Great
Eagles. Even a single Great Eagle can normally do the job on a
toughness 3 crew like humans or elves. If your opponent has gone war
machine heavy, Great Eagles can make him pay; if the war machines can
see your troops, your Great Eagle can see and charge the war machines.
Repeating Bolt Throwers
Repeating Bolt Throwers can be operated in one of two ways; either a
single bolt or a six bolt volley at a range of 48 inches. The single
bolt is strength 6, rank penetrating, no armor saves and does D3
wounds. The six bolt volley is strength 4, -2 armor save, and is not
subject to the multiple shots special weapon rule.
Repeating Bolt Throwers can be assigned missions of flank superiority and damage interdiction.
Dragons Dragons, while
not technically a unit, are character mounts with formidable fighting
ability and maneuverability. There are three flavors of dragons; Sun,
Moon, and Star with each being incrementally stronger than the one
before. They all fly 20 inches, are toughness 6, cause terror, have
scaly skin saves of 5+, 4+ and 3+, and a breath weapon of strength 2,
3, and 4 with weapon skill of 5, 6, and 7, attacks of 4, 5, and 6, and
leadership of 7, 8, and 9.
Any enemy unit that takes a single breath weapon casualty from a Dragon must take a panic test.
Dragons are the ultimate hammer unit, and can be assigned the
following missions; assault team support, mage hunting, and
psychological attack. The Dragon’s terror is an excellent offensive
weapon; as a proximity weapon any unit that starts its turn within 6
inches of the dragon must test for terror. Should that unit fail the
test it must flee directly away from the dragon. The critical point; is
that this happens on the opponents turn, and any failing units do not
get a chance to rally before you get a chance to run the unit down or
off the tabletop.
Dragons can be teamed with any assault anvil unit or ranked support unit.
Some source material contained in this article, please see the "General's Tent" at Machiara's web site, www.battleglade.com |
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