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Home » Great Library at Hoeth » Book of Warfare » Tactics » Psychological Warfare in Warhammer by Flame-Blade
Psychological Warfare in Warhammer by Flame-Blade

There is more to the game of Warhammer than what is moved across the table. Games can be won or lost due to a well-timed bluff or the use of a trump card item. In this article we will examine the fine art of psychological warfare in Warhammer.

It is important to remember that despite the fact that this is all legitimate, don’t over use it. This will lead to arguments, complaints, and poor sportsmanship. A few gambits each game will be enough. Above all else, don’t actually cheat. This gives a bad name to a fine tactic, and you will often be closely scrutinized while performing these techniques. Also worth noting, I do not endorse many of the techniques, use them at your own risk.

Chapter 1- The Various Bluffs

Bluffing is a remarkably simple concept and can be used effectively by most players. The aim is to draw attention towards certain aspects of the game, towards your strength and away from vulnerable areas in your army.

1.- Table Top Bluffing- Many of you will already be doing this, and that’s fine. In fact, many generals throughout history have used this direct bluff. It involves appearing weak were you are strong, and strong were you are weak. For example, placing the flank of a unit of Spearmen within the charge arc of a unit of Inner Circle Knights. Your opponent will be led to believe that he has caught your infantry in a deadly position, and assume he can break that unit with his charge. This should not be the case. Your opponent will not know that the character in the unit has the Lion Guard honor, and so the attackers will be trapped and exposed to a well-orchestrated flank attack. Here we are strong, were weakness is apparent. Appearing strong were you are weak can be achieved in several ways. Confident movement is the best, and will unnerve the enemy, causing him to play cautiously and let you dictate the game. Moving several small units of Silver Helms towards a single powerful unit achieves two ends. First, even if you would not usually win, your opponent will suspect something amiss and the unit will be bottlenecked indefinitely. Secondly, you are dictating the game flow, which is often a victory in itself. This particular bluff works best against players unfamiliar with your army, but even veterans can be fooled.

2. The Unspoken Bluff- All armies have these. An unspoken bluff generally means a commonly used item/upgrade. For example, few Night Goblin armies are without Fanatics, so it is naturally assumed they are always a threat. Players will avoid units they believe to hold some deadly trinket and with good reason, but this can be used to your advantage. To the previous example, a Night Goblin player cannot afford Fanatics, but every player with experience will assume he has them, and even a weak unit of Goblin Archers will keep Knights at bay. Points can be saved through an unspoken bluff. If you do in fact have said item of doom, put it in an unconventional place, all the better to deceive.

3. The Spoken Bluff- Here begins the dubious side of psychological warfare. This is not recommended generally, but still can be fun and effective. The basic aim is to misdirect your opponent and cause him to make bad decisions. For example, while your opponent is preparing to declare charges, begin going on about how powerful and unstoppable your Swordmasters are. He chooses to charge a unit of Spearmen instead, which is led by your BSB with the Battle Banner. This can also be applied to magic. Talk about how Fury of Khaine is going to obliterate THAT unit. He wastes all his dispels on the distraction, and you coolly cast a movement spell, slamming your general’s unit into a flank were the enemy thought he was safe. This type of bluff can be applied to almost any situation as long as it is used confidently. I have even heard of muttering “That banner means they should be able to take a charge” in reference to a mundane standard. As long as it is said with confidence, and not overused, your opponent will believe many spoken bluffs. Even remaining silent when another player makes a difficult decision that could possibly screw you, can cause loss of confidence and half-heartedness, which leads to the chief military sin- indecisiveness. Also, body language can be used similarly. Use judgement, in the use of verbal bluffing, lay it on too thickly, and it’s wasted effort, no one will believe you and in tournaments you’ll get poor sportsmanship scores.

Chapter 2- Confusing Your Opponent

1. General Distraction- Talking to distract can cause players to make mistakes. Try saying “Oh no! I think my Spearmen are within range of your Archers”. At that moment you’re worried about the Swordmasters standing beside them. This is similar to the bad advice bluff. The aim is to confuse the opposing player’s priorities, leading them to forget about that exposed Wizard or how threatening those Dragon Princes are. Again this is not recommended, and can lead to trouble.

2. Information Bombardment- Another dubious application, information bombardment can be used to draw attention away from weakness. As soon as your opponent starts looking at your depleted infantry unit, start talking about a strange rule, paint jobs- really anything will do. This can occasionally disguise errors, but often will not work. It’s bad form anyway, but sometimes worth a try.


Chapter 3- The Master Plan

This chapter is less about subtle technique and more about the general strategy of it all. At the beginning of the game there will almost always be proactive and a reactive player. Almost always someone will dictate most of the battle. Endeavor to disguise your position in this matter. If you intend on being reactive, talk loudly on the merits of your army, and your enemy will act less confidently. If you are proactive, be apologetic and quiet, and the opposing player will not expect the blows to come. If in doubt, remaining silent, is often the best policy, because no general can plan effectively against the unknown.

Conclusion

Psychological warfare is a useful aspect of any game. It can augment your strategy as well as adding flavor to the game. Be warned though, overuse these principals and you can kiss your friends and sports scores goodbye. I hope this will help some of my fellow Asur.


Thanks to all the players who helped me compile this, and the hapless guinea pigs, whose humiliating defeats built this article.

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