Temple Guard
wolfmage
New Member
- Messages
- 217
- Likes Received
- 1
- Trophy Points
- 0
Most pitched battle games seem to follow a predetermined path now based on what army lists you and your opponent have.
If you have more long range artillery you will find yourself more likely to hold back and defend your line moving at the last moment to take the charge
If your opponent has more artillery you generally charge forwards hoping for a fast charge to get your army in place in mostly one piece making you the attacker.
There are exceptions such as armies with large numbers of war machine hunters or a couple of high level wizards and deathstar units.
Wizards will tilt the balance depending on their lore as the artillery can be left in tatters from some high power spells and with the new magic rules this becomes much more likely.
Deathstar units tilt the balance as you may send some more expendable units to hold up the units (as a gunline) or distact the unit (as an attacker) while your gunline/attack force concentrate on less powerfull units.
This is mostly because of a lesser force cannot win at a disadvantage without ridiculous amounts of luck and as such are reluctant to engage a foe in a way that they are at a disadvantage for example skinks charging a hellpit in CC.
As lizardmen players we have a balance of medium range firepower and devastating assault units. We can take on many foes that are more specialized as altough it is likely somone will take on their prefered role we have the ability to compete with them and win as we can use a mix of gunline and attack.
Please comment on what you think of this article and any things you think i missed that would affect this for example stubborness of a player that has read this and wants to prove me wrong.
If you have more long range artillery you will find yourself more likely to hold back and defend your line moving at the last moment to take the charge
If your opponent has more artillery you generally charge forwards hoping for a fast charge to get your army in place in mostly one piece making you the attacker.
There are exceptions such as armies with large numbers of war machine hunters or a couple of high level wizards and deathstar units.
Wizards will tilt the balance depending on their lore as the artillery can be left in tatters from some high power spells and with the new magic rules this becomes much more likely.
Deathstar units tilt the balance as you may send some more expendable units to hold up the units (as a gunline) or distact the unit (as an attacker) while your gunline/attack force concentrate on less powerfull units.
This is mostly because of a lesser force cannot win at a disadvantage without ridiculous amounts of luck and as such are reluctant to engage a foe in a way that they are at a disadvantage for example skinks charging a hellpit in CC.
As lizardmen players we have a balance of medium range firepower and devastating assault units. We can take on many foes that are more specialized as altough it is likely somone will take on their prefered role we have the ability to compete with them and win as we can use a mix of gunline and attack.
Please comment on what you think of this article and any things you think i missed that would affect this for example stubborness of a player that has read this and wants to prove me wrong.