The Knightly Orders- Knights Panther, Blazing Suns, Reiksguard
Type: Heavy Cavalry Grade: B (73)
While not approaching the efficiency of
the Brettonians, nor matching the sheer destructive prowess of the knights
of Chaos, the knightly orders are still the Empire’s best choice to attack
and shatter its enemies’ lines. As with basically all troops of the Empire
though, they will not accomplish the task without careful planning. Despite
their high armor save, the knights are not really suited to charging impetuously
down the centre of the field. Their high cost (78 points for a standard
bearer, yuck) and lack of any special protection from missile fire, especially
that of the armor piercing (no save) variety rules out such a role. Leave
such obvious tactics to the Brettonians. Instead, the knights should attack
down the flanks, hit the flanks of main enemy units who are already engaged,
or serve as the teeth of a trap.
In conclusion, remember that the knights
should never ride to battle without a banner proclaiming their presence
and that though the knights can have a role in any army, before applying
to them for aid, one must carefully consider if another less expensive
unit could not fulfill the same role (note that these comments also apply
to the Knights of the White Wolf).
Knights of the White Wolf
Type- Heavy Cavalry Grade: B- (70)
The brave warriors of Middenheim are fierce men. Their ability to deal damage is unquestioned, but they are not without their problems. The chief among these is obviously the slowest of their strikes. However, they are quite heavily armoured and so this is not as large a problem as for some other troops. Further, they tend to be faster than most other troops known for carrying such large weapons (dwarves, chaos dwarves, and Beastmen). Still, their uses are more limited than the other knights (thus the lower rating) but they are important nonetheless. They are most valuable as flankers. This is fact is supported by two main points- firstly their armor is often not enough against enemy characters but will usually be sufficient against rank and file. Secondly, after the enemy is broken, they are one of the faster pursuit troops available allowing them to more often complete the rout of their enemies than the other knightly orders. Perhaps the best usage is the most expensive - a combined charge with another heavy unit. Very few units could survive a frontal charge of the Reiksguard while their flank is being assaulted by the White Wolves. Finally, because of their speed, they are more suitable to serving as a very expensive ‘bait’ unit, which will lead the enemy into danger by fleeing from the enemies’ charges before rallying and aiding in the destruction of the now outnumbered and isolated enemy.
Kislev Winged Lancers
Type- Medium Cavalry Grade- B+ (78)
Our allies to the North provide us with
two main types of troops. Both are quite specialized, but also very good
at what they do. Like all medium cavalry, Winged Lancers can be difficult
to use properly and can be the key to both victory and defeat. At times
they can function as heavy cavalry, charging from the front and shattering
the enemy. However, they are even more dependent on breaking the enemy
on the initial charge than heavy cavalry as they lack the strength and
the armor to survive a prolonged fight. Charge any enemy that does not
break and the Winged Lancers will die if they do not receive help. Similarly,
they can function as light cavalry, using their speed to assault flanks,
prevent the enemies’ best units from marching and reaching the battle,
or assault vulnerable but distance enemy units. Again, due to their lack
of special maneuverability (skirmish or fast cavalry rules) they may not
always be as suited to the task as an actual light cavalry unit. However,
their flexibility means that they can find a role in almost any army.
Personally, I prefer to field large units
of Winged Lancers (between 10 Lancers with standard plus a champion and
a hero up to 12 Lancers with standard, plus a champion and two heroes)
and use them as the main strike force. They accomplish this most often
by serving as the teeth of a trap, using their speed to engage enemy units
which have exhausted themselves after a failed charge. In this role they
must choose their targets with care. Some units, such as opposing cavalry
-save for Brettonian knights- chariots, infantry lacking any exceptional
defense and/or full ranks make very good targets. Other units (trolls,
gors with full ranks, any unbreakable unit, etc.) should not be charged
from the front without support.
In larger battles it is possible to field
a unit of 20-25 (including characters) that can serve as a true hammer.
This unit though will be very unwieldy and will make a very large target
for any enemy warmachines. Other uses including fielding a smaller unit
(say 7 with standard plus a champion) and using them to protect warmachines,
act a reserve, and charge weakened or engaged enemy units.
In conclusion remember that their reach
is longer than that of heavy cavalry, but they do not hit as hard nor do
they stand up as well to concentrated missile fire or prolonged combats.
Their training is not as rigorous, nor is their equipment as expensive
as the knights’, so it is possible to field more of them. Used wisely they
will serve you well as a main unit, but can perform a number of other roles
as well.
Outriders
Type- missile cavalry Grade- C- (61)
The engineers of Altdorf seem at first
glance to be a very battle worthy unit. Sadly, this is not the case. Whosoever
ordered that all Outriders must ride barded horses should be used as the
target for every test of every new weapon the engineers can invent. This
barding slows down the horses and denies the engineers the advantages that
most lightly armoured cavalry enjoy. To add to the problems, their weapons
have a quite restricted range, being capable of killing a foe only at a
distance slightly greater than that of a sling. Further, they must spend
so much time caring for their weapons, that they are not overly accurate,
and the weapons are only truly useful when fired accurately. These factors
all combined to leave a unit which will, in the vast majority of cases,
have less impact than if you had used the money to hire normal handgunners.
Yet, despite all their problems, they
are not without use and under certain conditions can be effective. If you
expect to be facing a number of chariots, or other large targets (like
Minotaurs) and you can move them into a good firing position (on the flanks
of a unit or just behind a wall), the guns can wreck considerable havoc.
If you choose to use them, always employ a champion and hire only those
riders which carry Repeater Handguns. This unit should be treated like
any missile troop and enter combat only as a last resort.
Pistoliers
Type- Light Cavalry Grade- B+ (78)
Here is a true utility unit which should
find a place in almost every army. They are fast, and hit reasonably hard.
The power of the blackpowder weapons makes them especially useful against
the forces of Chaos and Brettonia, both of whom tend to use large numbers
of well-armored troops. Still, they are light cavalry and should not be
expected to destroy the main enemy regiments in a head on charge. Here
their speed is a clear advantage as they can outmaneuver most enemies and
launch combined attacks on the flanks and rear of their foes. [Read those
fast cavalry rules very carefully. They are most useful]. Still no unit
is perfect. The range on the pistols is terrible and like all light cavalry,
the Pistoliers will soon die if any missile fire is aimed in their direction.
These problems are minor though compared to their melee abilities and relatively
low cost to field. In offensive armies, they are flankers par excellence.
In defensive armies, they can be used to slow down the enemy and fire away
at his units if given the chance. They can also be used to assault war-machines,
or can mask their advance using terrain, before descending on helpless
missile troops before turning to attack the rear of the enemy’s main battleline.
This is not all [I feel like I am doing an infomercial), they are also
a perfect bodyguard for a wizard (especially one with the Staff of Osiris/Flaming
Death) or the Battle Standard Bearer (who can be sure of always being able
to move to where he is most needed).
I use Pistoliers first and foremost as
flankers. Taking a unit numbering 8-10 (usually 8 Pistoliers with standard
plus champion and wizard champion armed with a brace of pistols) I run
them on the flanks and/or between my main combat units. If the main units
are Winged Lancers, the Pistoliers run the flanks. If the main units are
infantry, the Pistoliers are part of the battleline, slightly back from
the infantry and ready to move through the gaps between the units. This
role is especially important when using the Swiss echelon formation. At
this size, the unit is still small enough to take advantage of cover, but
large enough to take a few casualties and still throw the enemy’s ranks
into confusion with a flank attack.
Another option is to take a large group
(anywhere between 12 and 20) as a main attack force and use their speed
to ensure a charge. Given their rank bonus and the damaged inflicted by
the pistoliers, all but the strongest enemy units will be broken by this
charge. This option however is quite expensive, does not take advantage
of their riding abilities, and is very vulnerable to enemy missile fire.
For this role, Winged Lancers, or Knights, are often the better choice.
If you have the means however, using a unit of Winged Lancers AND a unit
of Pistoliers does work quite well.
Kislev Horse Archers
Type- Light Cavalry Grade- B (73)
The second of the units provided by our
northern allies proves to be another welcome addition to our forces. Their
role is one that brings little glory but much danger. Fortunately, these
wild men of the north care little for the former and seem to almost welcome
the latter. Armed with bows and shields, they have six main uses.
The first is as scouts, riding into potential
hazards to ensure the safety of the more combat ready troops who will follow
them (riding close to Night Goblin regiments to draw out any fanatics is
a classic example).
They also make excellent harassers, especially
against the enemy’s infantry units. They simply stay near the enemy, firing
their arrows if the situation allows, but more importantly keeping themselves
safe from charges from the unit they are harassing and any other nearby
units. Their mere presence will then worry the enemy, who will consequently
advance with more care and less speed than otherwise. This will allow us
to fight the enemy one piece at a time, or grant us more time to pound
the distant enemy with missile fire.
The next use also involves missile fire,
but in this case, the horse archers act as a screen to prevent the enemy’s
missile fire from reaching our more combat ready troops.
This use ties in with their role as screens.
They can serve as charge screens, or as bait, by fleeing an enemy charge.
Also, with careful maneuver, they can place themselves near the enemy,
in such a position as to deny them any chance to charge, while allowing
our troops a large enough gap to charge through.
Their mobility is the key to the next
role as they can race across the field to grab distant objectives and defensive
positions. Sniping from these areas can then be performed if the situation
allows.
Finally, they can be, if used sparingly,
a surprise attack force. Here, they are accompanied by some of the best
fighters on the steppes and use their speed to assault the vulnerable parts
of the enemy, including, but not limited to, war machines and missile troops.
For the first four roles, small groups
(5-9) are required. Often these groups will die. Though such an occurrence
is indeed sad. One cannot expected to fight a war, or even a battle, without
some losses. These are the most common roles for the horse archers
in my army. The key to remember when using them as screens, is that fleeing
to counter-charge is acceptable, but also that once chargers begin moving,
they are traveling too fast to make any changes in direction. Thus, if
the archers are very close to the enemy, the enemy’s choices will be severely
limited while our own troops’ choices will be open.
Ogres
Type- Heavy Cavalry Grade- B- (70)
These large and smelly brutes are not
true cavalry, but they serve the same purpose. Well known for enjoying
a good scrap, one can often employ them for nothing greater than the cost
of their meals. This is not as good a deal as it sounds, as they can eat
so much, that one could often employ a unit of knights for the same cost.
The Ogres can serve the same roles as knights, but are not quite as proficient
at shattering enemy formations. They are also less maneuverable than most
cavalry. However, they are much tougher and can absorb more damage. If
you are planning to use them versus the enemy’s infantry, arm them with
additional hand weapons. If you are going after opponent’s cavalry, choose
two handed weapons.
I actually prefer to use Ogres in a very
strange role. Their natural toughness allows them to survive large amounts
of missile fire which could greatly harm our other troops (especially the
medium and fast cavalry, as well as melee bound infantry units), so despite
their large size, they make a fine, though expensive missile screen. The
advantage they have over normal missile screens is that even when reduced
to two or three individuals (even just one when accompanied by a hero)
they can still be used to destroy the enemy’s missile units. The other
role for them would be against armies whose cavalry rely on the strength
provided by their charge, such Savage Orc Boar Boyz, High Elf Dragon Princes,
Dark Elf Cold One Knights and others. Here, the Ogres can be armed with
two-handed weapons and used in tandem with some horse archers. Simply place
the horse archers between, but slightly to one side of, the Ogres and the
opponents. If the enemy tries to charge the Ogres, the horse archers will
disrupt the charge, robbing it of its impetus and thereby allowing the
Ogres to strike back with deadly effect. If the enemy charges the horse
archers, they must be sacrificed so the Ogres can counter charge. If the
enemy declines to charge, the Ogres charge and though there may be some
confusion between them and the archers, most of the Ogres will reach combat
and without the weight of the charge behind the opponent’s knights, the
Ogres will survive their puny strikes and wreck havoc. When used in this
role, the Ogres should be led by a mounted, flail or magically armed, hero,
who can challenge enemy characters or destroy rank and file as the situation
demands.