Temple Guard
DonkeyHotep
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Soak it in, because that is the entire premise of this next tactica, which is formation tactics and darned if you do situations. This specific chess conundrum was chosen because unlike, for example two rooks on the opposite sides of the board on the same line, it makes use of a unit that moves kinda slowly, I.E. the knight, and the knight tends to operate more like a unit in warhammer anyway. (that or pawns, but march of the pawns might be silly in warhammer)
The idea is that you can maximize the effectiveness of your units by changing the size of the units, if you intend to run 50 saurus in an army, you might first think of going 15-15-20, but you can accomplish much more by going 20-20-10. Most people seem to think that just running forward is the way to go, or to just hang back and let them come forward, but these linear tactics are extremely simple, and frankly, the work of a tactician that hasn't got any better plans. Consider:

It's a mitten, and it gets the point across, the reason that we have thumbs is because they are good, you can have a large number of forces (fingers) supported by a relatively smaller mass (thumb). The effect is much greater then just folding the mass of the thumb into the main line (fist). Here's an example.

Assume those other guys are something like, I dunno, grave guard, or skeletons with a vampire, whatever, go nuts. You can not effectively advance on him in this formation, but it's a daunting roadblock for him. If he charges the saurus, he exposes his flank to the cavalry, if he charges the cavalry, you can flee and he'll expose his flank to the saurus. This formation is very strong defensively, but lack any real answer to the standoff. The mitten is the default defensive formation, but here is another.

Assume that the mounted character is some kind of wizard. This tactic can be used offensively, but is also highly effective on the defense. Moving the kroxigor to that location (or even arguably leaving one skink to the right available) means that he can direct attacks at the wizard, and even a modest amount of luck can crush the wizard into a bloody pulp, even T4 isn't a good defense against kroxigor smash. This almost forces your opponent to shoot at the skink unit because.... he can't see anything else, and if he charges, his wizard will die maybe a third to a quarter of the time, and the unit might even hold and punch the wizard later, and they could even flee the charge and bring the skeletons into something else etc. etc. The thing is, if this was just a unit of skinks, he could just ignore them or charge with impunity, but even a vampire wizard has a hard time beating a kroxigor one on one, and others aren't gonna do a darn thing. This move can effectively delay the enemy long enough for something better to do the job, or even let you get the charge later and just attack his wizard anyway, suicidal kroxigor are a very helpful deterrent to enemy wizards being alive.

This really shows off the reason why the mitten works, because neither of these units is really very powerful, but they can totally hold off these skeletons, or orks or something, go nuts. The big thing here is that the wizard is in danger if he does anything but retreat, because the kroxigor unit is in his flank (yes, at that angle right there, with a line diagonally through, they are flanked, and these are to scale) You can even retreat the saurus if you are worried about the unit, but the flank charging skinkxigor unit can conceivably win that fight, since they are up on CR by 2 and krox will likely smash some of whatever he hits. The thing is, rather then coughing up for a unit of 20 saurus, you can just get both of these units, and it will do just as well against this enemy, while being far less vulnerable to devastating units like blood knights, who are far more likely to be beaten by the kroxigor flank attack then to be beaten by a saurus anvil. What do you do if holding won't do anything? Consider:

This is a great method of defeating a hero that can actually fight, like, some sort of vampire knight hanging out with skeletons. This formation may seem weak, but is actually quite strong for some beardy reasons. If they charge the skirmishers, the closest unit is at an off angle from the center of the formation, and when they fight, they will turn towards it, exposing the flank to the kroxigor. If it flees, then you have the same benefit, as they must wheel towards the unit they are pursuing, and by then they will be shit out of luck on wheeling to hit the kroxigor unit since you only get one wheel during a charge, and you must attempt to catch the unit you are charging.
Here's the better part, if they charge the kroxigor unit, then hold. They might even be able to do it, but they must attempt to get as many units into combat as possible, which will likely include clipping the far right side of your unit with maybe one skeleton/orc/whatever, leaving them with one man swinging, and you with one plus kroxigor, which is a good way to eak out a tie or even a narrow win if kroxigor smashes a lot. Even better, it ties the enemy hero up until help arrives, and some mid ground cavalry or a stegadon or something can support this formation from very far away.