OldBlood
strewart
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Sorry, don't know any mac programs. Do the windows ones not work? Good luck, I struggled enough finding working windows ones...
Anyway, I have finally got around to discussing my deployment for my HE army and got carried away and went somewhat into the movement and rest of the battle.
Here is my list: (rather than mentioning the magic items, I will just say what they do)
High Elf Noble, general, 2+ armour save, immune to fire, MR1, great weapon
High Elf Noble, BSB, 4+ ward, great weapon
Mage, 2 scrolls
19 spearmen, full command (BSB goes here)
20 spearmen
17 Phoenix Guard, full command (general goes here)
8 Dragon Princes, full command, warbanner
6 reavers, musician
Lion Chariot
Tiranoc Chariot
2 bolt throwers
eagle
Note, it is a 6'x4' table so each square is a foot, or 12". The terrain isn't quite to scale, hard to figure out, its probably a bit smaller, especially the bottom right woods. The round things are craters, difficult terrain that doesn't block LoS.

PG = Phoenix Guard
SM/ = Spearmen with character
S = Spearmen
LC = Lion chariot
TC = Tiranoc chariot
BT1/2 = bolt throwers
E = eagle
M (the tiny one) = mage
R = reavers
I generally deploy the Dragon princes, phoenix guard, and spearmen with character first since they will basically always form my strong centre, and always with a big enough gap between them for the chariots to fit wherever needed based on what they are directly facing. If my opponent seems to be doing something sneaky, the eagle comes out early as a cheap deployment, it is fast enough to be place basically anywhere and still get where it needs to go. The reavers usually take a flank, and with 18" march/charge and always strike first they can usually control the flank.
The spearmen are an interesting one, while they are the weakest unit in my army they still have the strong potential to take on a lot of units and if not when then at least survive with ASF and 3 ranks of spears. I often deploy them late as well and if my opponent has a lot of flankers, they either line up behind the reavers or on the opposite flank as required, or they sit toward the outside of the centre as they are in the picture and angle outward when they are about halfway up the board to protect the flanks of my centre, or they can angle inwards and threaten flanks if the opponent is moving fast. NOBODY wants 20 spearmen hitting their flank.
Throughout deployment I also have to be careful to make sure the bolt throwers have decent LoS. I will often plan out where I want them to go or what I want them to shoot at (thus deploy opposite it) before putting down my first unit, there is nothing worse than strangling your own battle line trying to give LoS to a warmachine. In this deployment, one BT is behind a piece of terrain that it can see over (remember, talk to your opponents about what each piece of terrain counts as before starting
) and since it is off to the side of my main line, it can see diagonally across the board and should have a good line of sight for most of the battle. It can also support the reavers if their opponent is tough, and it is well protected.
The second bolt thrower is basically in the centre of my line. Most people get surprised when I do this, it will have an extremely narrow LoS to basically what is directly ahead of it onless the DP shuffle over, which they can. But a BT is never going to destroy a unit and if it is a giant or something then it has well and truly earnt its points if it kills it, so I don't mind that it can only see 1 unit. There will be combat everywhere by turn 3 anyway. Plus with warmachines deploying last, the hunters of the opponent are already out and usually on the flanks, epecially when they see what is at the centre of my army, so it is usually pretty safe.
The other place for it is right out on a flank, it can usually see diagonally to several targets and it can clean up the support units nicely.
Finally, the mage. He is a scroll cady, and I only take him because I have to stop at least some of the magic in the first turn or two before I am in combat. He heads straight for woods if he can, or if they don't look safe he hangs out behind my army and moves up with them for protection with the possibility of jumping into a spear unit. He throws shielf of saphery (5 to cast) on 1 dice, if it works bonus, if it eats DD bonus, then throws drain magic on 2 dice. This sometimes gets irresistable and quite annoys my opponents.
So how does it work? It is a very very offensive army, the bolt throwers soften a few units or try to destroy the odd monster or heavy cavalry while the army moves forward as a block at once, with the chariots hanging back an inch or two to protect them from magic, shooting and stray charges. Normally, you try to manouvre yourself so you are just outside their charge range and they have to move forward and allow you to charge. This army is a little bit different; most of my army is better if it gets charged, with the exception of the dragon princes and chariots. You charge my spears, instead of getting 10 attacks first from charging you I get 15 attacks first.
The Phoenix Guard don't care either way except if they get charged, there is usually a chariot ready to counter charge and hit hard. The naked spearmen unit and 2 chariots are really the main support to the army, the dragon princes very rarely need help and with a 16" charge they can sometimes be in combat turn 1 if my opponent went first, or usually turn 2 and often punch right through whatever they charge. Even in a drawn out combat, I get +1 warbanner and a whopping 19 attacks including the horses so they usually stick around with their high leadership and 2+ armour until support arrives.
The Phoenix Guard are equally tough with 4+ wards, the general and his s6 attacks, BSB usually nearby, s4 going first and fear causing. Very little causes them to break unless I roll poorly, and they are very well supported by the multiple high strength attacks and fear causing from the lion chariot to add numbers and often cause a beaten and outnumbered by fear result for the opponent.
The BSB unit is also pretty hard to break, especially with the tiranoc chariot hanging around helping and the support spears usually nearby protecting flanks and often providing a flank charge. The army relies upon decent speed and hard hitting combat power backed up by support units to swing the combats my way.
Also, if the reavers do well on their flank with such a high speed they are very quickly able to reach the main line and offer flank charges of their own with ok s4 attacks and the ability to negate rank bonuses, they have more than once saved one of my units. On occasions when the battle is going poorly and some of my centre is breaking and fleeing, the opponent can find his confident chasing units with some reavers up the rear and with 3d6 pursuit they have on occasion managed to destroy whole orc units from behind and give my line a chance to rally and turn around.
The eagle has plenty of uses of course depending on the opponent. It can just fly up next to a unit and march block it to make it reach me slower, it can harass warmachines, it really like chewing the necromancers off the back of corpse carts, and if I am desperate it can perform a rear charge. It will do nothing for static combat res but provide a kill or two and of course has a 3d6 pursuit to increase my chances of destroying the unit when it flees.
I think that about covers it, I hope it was useful to some. Remember, I designed this list about 2 years ago and have used the same list over and over again which has given me a fantastic guage for what each unit is capable of, what matchups are good or bad, how I should deploy in different situations and with different terrain, and what to do with the army when it is out there. Before these guys I did what I think most people do and change lists all the time, even if it was only subtle changes. I strongly believe that an infallible grasp of exactly what is in your army and what you want it to do goes a long way toward winning a battle, familiarity with the units helps a lot. If you find a list you really like, stick with it. The first half dozen or so battles were all loses, some quite heavy, but now they are enjoying a very healthy winning ratio and have even enacted massacres over the likes of VC. Of course there are still loses as well, battles against Dark Elves are always very bloody and the last one on the weekend resulted in what looked like a fairly significant loss but in the end I came back and only lost by a bit.
Edit: Lets make this a tiny bit longer... For those who went through and actually read it all, I know that tactics for HE and LM are quite different so this won't directly apply to LM armies. Try to think more about the thought process I have used, and the logic in what the units will do as well as how the army works as one and supports each other. This applies to every army
Anyway, I have finally got around to discussing my deployment for my HE army and got carried away and went somewhat into the movement and rest of the battle.
Here is my list: (rather than mentioning the magic items, I will just say what they do)
High Elf Noble, general, 2+ armour save, immune to fire, MR1, great weapon
High Elf Noble, BSB, 4+ ward, great weapon
Mage, 2 scrolls
19 spearmen, full command (BSB goes here)
20 spearmen
17 Phoenix Guard, full command (general goes here)
8 Dragon Princes, full command, warbanner
6 reavers, musician
Lion Chariot
Tiranoc Chariot
2 bolt throwers
eagle
Note, it is a 6'x4' table so each square is a foot, or 12". The terrain isn't quite to scale, hard to figure out, its probably a bit smaller, especially the bottom right woods. The round things are craters, difficult terrain that doesn't block LoS.

PG = Phoenix Guard
SM/ = Spearmen with character
S = Spearmen
LC = Lion chariot
TC = Tiranoc chariot
BT1/2 = bolt throwers
E = eagle
M (the tiny one) = mage
R = reavers
I generally deploy the Dragon princes, phoenix guard, and spearmen with character first since they will basically always form my strong centre, and always with a big enough gap between them for the chariots to fit wherever needed based on what they are directly facing. If my opponent seems to be doing something sneaky, the eagle comes out early as a cheap deployment, it is fast enough to be place basically anywhere and still get where it needs to go. The reavers usually take a flank, and with 18" march/charge and always strike first they can usually control the flank.
The spearmen are an interesting one, while they are the weakest unit in my army they still have the strong potential to take on a lot of units and if not when then at least survive with ASF and 3 ranks of spears. I often deploy them late as well and if my opponent has a lot of flankers, they either line up behind the reavers or on the opposite flank as required, or they sit toward the outside of the centre as they are in the picture and angle outward when they are about halfway up the board to protect the flanks of my centre, or they can angle inwards and threaten flanks if the opponent is moving fast. NOBODY wants 20 spearmen hitting their flank.
Throughout deployment I also have to be careful to make sure the bolt throwers have decent LoS. I will often plan out where I want them to go or what I want them to shoot at (thus deploy opposite it) before putting down my first unit, there is nothing worse than strangling your own battle line trying to give LoS to a warmachine. In this deployment, one BT is behind a piece of terrain that it can see over (remember, talk to your opponents about what each piece of terrain counts as before starting
The second bolt thrower is basically in the centre of my line. Most people get surprised when I do this, it will have an extremely narrow LoS to basically what is directly ahead of it onless the DP shuffle over, which they can. But a BT is never going to destroy a unit and if it is a giant or something then it has well and truly earnt its points if it kills it, so I don't mind that it can only see 1 unit. There will be combat everywhere by turn 3 anyway. Plus with warmachines deploying last, the hunters of the opponent are already out and usually on the flanks, epecially when they see what is at the centre of my army, so it is usually pretty safe.
The other place for it is right out on a flank, it can usually see diagonally to several targets and it can clean up the support units nicely.
Finally, the mage. He is a scroll cady, and I only take him because I have to stop at least some of the magic in the first turn or two before I am in combat. He heads straight for woods if he can, or if they don't look safe he hangs out behind my army and moves up with them for protection with the possibility of jumping into a spear unit. He throws shielf of saphery (5 to cast) on 1 dice, if it works bonus, if it eats DD bonus, then throws drain magic on 2 dice. This sometimes gets irresistable and quite annoys my opponents.
So how does it work? It is a very very offensive army, the bolt throwers soften a few units or try to destroy the odd monster or heavy cavalry while the army moves forward as a block at once, with the chariots hanging back an inch or two to protect them from magic, shooting and stray charges. Normally, you try to manouvre yourself so you are just outside their charge range and they have to move forward and allow you to charge. This army is a little bit different; most of my army is better if it gets charged, with the exception of the dragon princes and chariots. You charge my spears, instead of getting 10 attacks first from charging you I get 15 attacks first.
The Phoenix Guard don't care either way except if they get charged, there is usually a chariot ready to counter charge and hit hard. The naked spearmen unit and 2 chariots are really the main support to the army, the dragon princes very rarely need help and with a 16" charge they can sometimes be in combat turn 1 if my opponent went first, or usually turn 2 and often punch right through whatever they charge. Even in a drawn out combat, I get +1 warbanner and a whopping 19 attacks including the horses so they usually stick around with their high leadership and 2+ armour until support arrives.
The Phoenix Guard are equally tough with 4+ wards, the general and his s6 attacks, BSB usually nearby, s4 going first and fear causing. Very little causes them to break unless I roll poorly, and they are very well supported by the multiple high strength attacks and fear causing from the lion chariot to add numbers and often cause a beaten and outnumbered by fear result for the opponent.
The BSB unit is also pretty hard to break, especially with the tiranoc chariot hanging around helping and the support spears usually nearby protecting flanks and often providing a flank charge. The army relies upon decent speed and hard hitting combat power backed up by support units to swing the combats my way.
Also, if the reavers do well on their flank with such a high speed they are very quickly able to reach the main line and offer flank charges of their own with ok s4 attacks and the ability to negate rank bonuses, they have more than once saved one of my units. On occasions when the battle is going poorly and some of my centre is breaking and fleeing, the opponent can find his confident chasing units with some reavers up the rear and with 3d6 pursuit they have on occasion managed to destroy whole orc units from behind and give my line a chance to rally and turn around.
The eagle has plenty of uses of course depending on the opponent. It can just fly up next to a unit and march block it to make it reach me slower, it can harass warmachines, it really like chewing the necromancers off the back of corpse carts, and if I am desperate it can perform a rear charge. It will do nothing for static combat res but provide a kill or two and of course has a 3d6 pursuit to increase my chances of destroying the unit when it flees.
I think that about covers it, I hope it was useful to some. Remember, I designed this list about 2 years ago and have used the same list over and over again which has given me a fantastic guage for what each unit is capable of, what matchups are good or bad, how I should deploy in different situations and with different terrain, and what to do with the army when it is out there. Before these guys I did what I think most people do and change lists all the time, even if it was only subtle changes. I strongly believe that an infallible grasp of exactly what is in your army and what you want it to do goes a long way toward winning a battle, familiarity with the units helps a lot. If you find a list you really like, stick with it. The first half dozen or so battles were all loses, some quite heavy, but now they are enjoying a very healthy winning ratio and have even enacted massacres over the likes of VC. Of course there are still loses as well, battles against Dark Elves are always very bloody and the last one on the weekend resulted in what looked like a fairly significant loss but in the end I came back and only lost by a bit.
Edit: Lets make this a tiny bit longer... For those who went through and actually read it all, I know that tactics for HE and LM are quite different so this won't directly apply to LM armies. Try to think more about the thought process I have used, and the logic in what the units will do as well as how the army works as one and supports each other. This applies to every army