WARHAMMER 6TH EDITION

Warhammer Fantasy Battles 6th Edition
Contact The Old Sage

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TACTICA: EMPIRE

Inscribed by The Old Sage (Tom Setzer)

The Empire is the most tactically flexible army in the Warhammer world, with troops ranging from light infantry to heavy cavalry.  Their detachment rules also give them flexibility, and an edge over many armies in hand to hand combats. Even though the stats aren't impressive, the Empire's troops are very good in battle.

The key to winning with the Empire is to use this flexibility in units and tactics to your advantage. Any formation will work with the Empire, and almost any tactic. I'll discuss tactics below, after a brief look at the units.

 

LORDS AND HEROES

The characters you can take in an Empire army are limited by the number of points in your army. A small army will be able to take only a hero or two, one of which will be the general.  In larger armies, you'll be able to get three heroes; a general, a wizard, and a battle standard bearer. As your army increases in size, you'll be able to take lords, though I suggest limiting them to an Elector Count or Templar Grand Master. These guys make the best generals. However, if you have the points, you can take an Elector Count and a Wizard Lord, which is very helpful against some armies. Don't spend too many points on characters, because the more you spend on them means the less you have to spend on units.

The Empire army's two prime candidates for a general in the Lords category are the Elector Count and Templar Grand Master.  Both are excellent fights, but the Grand Master is much better in hand to hand fighting, though he costs more than an Elector Count. Both lords should be given the maximum protection you can buy, including magical armour and a ward save if possible.  A unit of Knights for bodyguards is a good idea for either lord, but even moreso with the Grand Master, whose special rules make a unit of Knights he is leading immune to psychology.

The Empire's Wizards are the 'basic' wizards of the game, being average humans with spellcasting abilities. Nothing too spectacular, but not too bad either. Empire Wizards have access to the greatest number of lores of any wizards in the Warhammer world. The lore you take depends on your preferences. Always give your wizards a ward save, and dispel scrolls if possible.  Don't hesitate to use two level two Wizards if you ever want lots of magic but don't have a Lords slot - they are cheaper than a Wizard Lord (before adding magic items), and will allow you to split up your spells across the battlefield.

Captains are the Empire's run of the mill heroes. These guys have a number of uses. They are best used for leading units, being a general in a small army, and being a battle standard bearer. They can also be used to hunt down enemy characters  or artillery crews, though this can be a dangerous task for them. I prefer placing my captains in a unit and giving them a small protection magic item and magic weapon.

Warrior Priest seem expensive at first glance, but they are actually well worth the points. The Prayers he can use will give characters nearby, especially your general, some very useful bonuses, and the Priest's healing may well make the difference between life or death for your army general. A Warrior Priest should move around during a battle, lending his prayers to the unit or character needing them most, so give him a warhorse.  His ability to induce hatred of an opposing army in any unit he is leading can be a big help when he is leading a unit of State Troops or even a unit of Knights.

The Master Engineer can be used either as an extra crewman for one of your artillery pieces, or as a sniper. When used as an extra crewman, he can usually keep your artillery working.  Since the Engineer can only work one gun at any given time, you'll want to use him with the artillery most useful to your overall battle plan (sometimes you may be tempted to place him with a Helblaster volley gun, when a mortar is actually your most useful artillery piece for you plan). The Engineer's second role, as a sniper, can be performed by placing him in cover with a good view of the battlefield and giving him a Hochland Long Rifle, along with some armour and a ward save of some kind.  Then you can have him pick off champions, heroes, artillery crewmen, and more, causing great distress to your opponent.

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SELECTING REGIMENTS FOR YOUR ARMY

The Empire army is, and always should be, based around a core of infantry units, backed by hard-hitting Knights. You should always try to include at least two or three units of state troops supported by detachments along with a couple of units of militia troops. This will form the core of your army. Knights and Pistoliers will give you a mobile attack force which you can use to assault the opposing army. Artillery is also a very good idea, because it will give you some long ranged support for your army (or short-ranged defense, in the case of the Helblaster).

Many Empire units can benefit from having a Champion, Standard Bearer, and/or Musician. The extra combat bonus gained by taking a champion and standard can win you some fights you would have otherwise lost. The musician's bonus on drawn combats will be very useful for many of your units that will be performing attacks, as will the musician's Ld bonus for rally tests. Musicians are most useful for your main assault units, and less useful for small harassment units (which probably won't break until they're too small to be effective) and missile units (which likely will not break; if you'd like to be sure you don't lose them, a musician is a good choice).  Below is a simple chart that shows which units I recommend giving a champion, standard bearer, and/or musician to.

R = Recommended
N = Not Recommended
S = Somewhat Recommended, but not too important

UNIT CHAMPION STANDARD MUSICIAN
Halberdiers R R R
Spearmen S R R
Swordsmen R R R
Handgunners N N S
Free Companies S R R
Archers N - -
Crossbowmen N N S
Knightly Orders R R R
White Wolves R R R
Greatswords R R R
Pistoliers N - -
Flagellanets R - -

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CORE UNITS

STATE TROOPS

State troops can be used as individual units, parent units, or detachments. This gives them a great deal of variety in use. With your state troops, you'll usually want to have a least one detachment; two for your core units. A detachment of Swordsmen or Free Company troops is great for counter-charging an enemy (especially useful for spearmen and handgunners, who are usually going to get charged and not be charging themselves), and a detachment of archers will allow a unit to soften up their target before they reach it as well as provide some supporting missile fire should the unit be charged.

Halberdiers are the backbone of your army's battle line. They are relatively cheap, and equipped with a weapon that can be used equally well for attacking or defending. Halberdiers can be included in any part of an Empire army, whether it's the assault force or the defense. Always take halberdiers in large units of at least 20 models.

Spearmen are a great defense unit, but not as good for assaulting. They gibe you a good solid unit to use for defending your missile troops, however, and are even better in this role when backed by a couple of detachments, whether they're swordsmen for counter-charging or archers for missile fire support.

Swordsmen are your best assault troops in the core units. They have a good WS, and are armoured decently. In hand to hand combat, they have a 4+ save - equal to full plate armour! Given a detachment each of Free Companies and archers, swordsmen will cause a great deal of harm to your opponent's troops. The swordsmen's charge will be backed up by missile fire from the bowmen as well as a flank charge by the detachment. Without their rank bonus, and facing what should be a numerically superior unit, most units will flee the combat after a turn or two.

Handgunners are a very useful missile unit, but are limited by being unable to move and fire, and having a relatively short range. Don't let this bother you, because handgunners are still a great unit for defending your artillery and lending some supporting fire to your units. Handgunners are especially useful against units like heavy cavalry, where they have a good chance of wounding and will reduce the armour save of their targets by -2, bringing most heavy cavalry (who have a 2+ save) down to a 4+.

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MILITIA TROOPS

Militia troops can form individual units or detachments. All three of the militia units make great detachments. Free Company troops can provide a nasty counter-charge or help when charging an enemy. Archers and Crossbowmen also help in a defensive role, firing upon charging units before the unit can engage the missile unit's parent unit. Don't underestimate the usefulness of militia troops as individual units. Archers and Free Companies are great for protecting your flanks, and  crossbowmen can form a useful defensive anchor.

Free Companies are useful as individual units and detachments.  They are cheap, and are allowed two attacks in hand to hand because of their additional hand weapon. As detachments, they are ideal for counter-charging or supplementing a charge, attacking the flank of an opposing unit. As an individual unit, they can move forward to attack the enemy. Make sure you take them in large units, so they aren't quickly taken out. Because of their light armour, free companies are not prime candidates for leading an assault, and so should be used as a supporting unit to supplement a charge by a stronger unit.

Archers are a very useful unit, whether they're used as individual units or detachments. You should use them as both.  As skirmishers, archers are good for defending your flanks, and are hard to take out with opposing missile fire. You'll need to keep your archers moving to give them range and access to the best targets, but this isn't a problem as their bows are able to move and fire, unlike the weapons employed by handgunners and crossbowmen.

A single unit of archers can be upgraded to Huntsmen, and this is something you should look into. Being armed with longbows and having the ability to deploy forward at the beginning of the game makes huntsmen a prime unit to use as snipers of a sort, disrupting your opponent's battle plan by causing casualties to some of his best units while remaining in a position where it will be hard for him to retaliate. Huntsmen are great for distracting your opponent, but are also vulnerable, so make sure you give them as much protection as possible in the form of woods, location, and accessibility.

Crossbowmen are the third missile unit available to the Empire.  They are best used for defense, since they can't fire their crossbows if they move. Because the crossbows are S4, crossbowmen are good for defending against tough or well-armoured units. Crossbowmen should be protected in turn by spearmen or some other unit, preventing them from being charged.

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KNIGHTS

Knights can only be used as individual units. They are your shock troops, forming the fast moving, hard hitting assault component for your army. Don't forget to support them with pistoliers and missile fire from archers, as even the mightiest charge by your Knights will be repulsed without the aid of missile fire and artillery.

Your basic Knights are awesome assault units. You should always try to get at least eight Knights in a unit, and in some circumstances twelve Knights will be useful. Because they are cavalry, Knights count as two models for unit strength and so will not be easily outnumbered. Because Knights are rather devastating on the charge, you might end up breaking your opponent, leaving your Knights open to a counter-charge by your opponent. Because of this danger, you should think about whether or not pursuing a broken unit is worth it, because you might present your flank or rear should your do so.

Knights of the White Wolf are an awesome combat unit, regardless of their lack of a shield. On a charge they are able to get a +2S bonus in the same manner as Knights with lances, but on subsequent turns the cavalry hammers will allow the White Wolves to keep striking with +1S. This can be very effective in taking out tough foes.

Both styles of Knight can have one unit each upgraded to Knights of the Inner Circle. These are S4 Knights, which can be very useful if you have the points. Both Knight units will strike with S6 on the charge, but White Wolves will continue to strike at S5. This can make all the difference against some opponents, such as trolls or ogres, and will be a great aid fighting other heavy cavalry or tough units such as Chaos Warriors.

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SPECIAL UNITS

Since you're limited in the number of Special Units you are allowed to take, you'll want to choose the ones best suited to your battle plan. Greatswords make a wonderful close combat infantry unit, but will not get to the enemy all that fast.  Pistoliers provide a fast harassment unit that can also protect your Knights and harry your opponent's flanks. Great Cannons and Mortars give your army some artillery support, something the Empire is famous for, and a great aid for your advancing units.

Greatswords are a wonderful unit, being heavily armed and armoured. The combination of full plate armour and great weapon gives Greatswords good attacking power as well as staying power.  Greatswords are one of the best units available for leading an assault, especially when backed by a swordsman unit or two.  Greatswords also have some usefulness as a defensive unit, but in my opinion this is a waste of their abilities. Greatswords are best used against tough opponents where their extra +2S will not be wasted.

Pistoliers are a wonderful harassment unit, with other uses.  They are able to provide some mobile protection for your Knights, both in the form of missile fire and flank protection, and make a great unit for attacking small opposing units that they have shot up before assaulting. Don't try to attack large or tough units with Pistoliers, though. You can use them in their Knight protection role to charge the flanks of units engaged by the Knights.

Great Cannons are some of the most powerful artillery in the game, and their bounce through ability allows them to take out multiple opponents, and even harm multiple units. Great Cannons should be taken against armies with tough units that will take a lot of cracking, at which the Great Cannon excels. I suggest setting up your Great Cannon(s) to get the best possible targets, as well as placing it on a hill if possible to prevent easy access to it by a charging opponent. Artillery needs protection, so try to keep a unit nearby to help, even if it's just a small unit.

If you're up against masses of troops, such as Orcs or another Empire army, the Mortar is quite possibly a better weapon for you than the Great Cannon. You get a decent blast that will be able to take out a few troops, and against a 'horde' army the scatter will still likely hit a unit. As with the Great Cannon, set your Mortar up with a good view of the opposing army, out of easy access for opposing units, and protected by at least one unit of troops.

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RARE UNITS

You are very limited in the number of Rare Units you can take.   However, the Empire army also only contains two rare units, which makes this limitation easier to cope with (unless you decide to include Dogs of War units). The Helblaster is a welcome addition to any defense, and Flagellants make an excellent combat unit, though they are a bit vulnerable to missile fire.

The Helblaster has short range, but devastating firepower.  The Helblaster's best (and practically only) use is to defend your other artillery and defensive troops. If placed on a hill,  hopefully in the middle of your defense line, with a good line of sight to most of the battlefield within range, you'll be able to devastate any unit that attempts to charge your line.  The threat of the Helblaster is sometimes greater than its actual ability, so use this psychological advantage. Most opponents simply will not charge into a Helblaster's range, and with good reason.

Even though you can only have one unit of Flagellants, that's about all you'll ever want to take. Flagellants are immune to psychology and can do some heavy damage in hand to hand combat, but they also lack armour of any kind and have a tendency to drop in droves to missile fire. If you expect the unit to do any good, you'll have to take the maximum 30, which is a whopping 330 points! In my experience, Flagellants simply are not worth it. If you want to try them out, do so in a friendly game.

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DETACHMENTS

The Empire's most useful special rules are definitely detachments. Being able to have small supporting units that cause no panic when they break and allow you to counter charge, support a charge, or add protective missile fire for a unit can make a big difference in a battle.

Detachments can be classified as two types. First, there are close combat detachments, which add some extra hand to hand fighting capability to the unit. These detachments include swordsmen, halberdiers, free companies, and similar units. The other type of detachment is missile detachments. These consist of those detachments that lend supporting missile fire to a unit. This category includes archers, handgunners, and crossbowmen.

Close combat detachments have many uses. First off, they can support a charge by their parent unit or counter charge an opponent who charged their parent unit. In either case, they will charge the flank of the unit their parent unit is engaged with. Though they won't cause panic in the unit, they will still gain a flank attack bonus and deny the units its rank bonus, assuming your detachment unit still has at least a five unit strength.

Close combat detachments can also be moved forward to block an incoming charge from a powerful unit. When they finally break, they will not cause panic, and could leave the enemy unit standing in front of your parent unit, who will be ready to charge it in the next turn.

If you're not bothered about losing your bonuses for being close to the parent unit, your close combat detachments can occasionally move forward to engage small units themselves. This can help if your parent unit is a missile unit in danger of being assaulted, or one of your other units needs helped. I recommend you bring the detachments back to their parent unit once you're through with their task, otherwise you might risk leaving the parent unit without their protection and aid.

Missile detachments provide supporting fire while your close combat units move forward, lend some extra missile fire to your missile units, and add their supporting fire to a parent unit that is being charged. The benefits of a missile detachment are pretty obvious. You have, in effect, a small missile unit assigned to provide aid to the parent unit, with all of the abilities missile units have.

Once your opponent learns how dangerous your detachments are, he may take steps to get rid of them. This will almost always come in the form of charges. To prevent, or at least discourage, this, deploy your detachments to the sides and just slightly behind your parent units. Keep them in this position as the parent unit moves around. This will give your opponent two choices: charge the parent unit, or try to charge the detachment unit and open themselves up to a flank or rear charge by another unit. If the detachment belonged to a parent unit in your main battle line, then your opponent will find his unit breaking through and presenting his rear to a number of your units, and panicking none of them. If you have a Helblaster volley gun, your opponent will also find himself staring at the wrong end of it from a very close, and very dangerous, range. (I think it goes without saying that you shouldn't fire any other type of artillery at a unit that close to your own troops.)

As you can see, detachments have many uses, all of them beneficial. So, what units should have detachments, and what kind? Close combat parent units that will be charging the enemy will likely need close combat detachments, giving them a flank attack or two on any unit they charge. A missile detachment might help, lending its supporting fire to its parent unit when the unit charges or is charged. Close combat parent units that will be defending your missile units will likely need close combat detachments. These will lend their aid in a counter attack, or can move to slow a charging unit without the problem of causing panic when they break (allowing you to set up a counter charge by a stronger unit). Missile parent units can use both types of detachments equally. A missile detachment adds some extra missile fire, possibly of a different type than the parent unit, which can be used at any time, especially when the parent unit is being charged. Close combat detachments will be able to charge the flank of any unit that assaults the parent units, and can also move to block or slow charging units.

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TACTICS

The Empire's lack of powerful units means that you will have to rely solely on tactics to win, and not hope that your units can take two or three charges and still come out on top. You should pick all fights yourself, on your own terms. Pull your opponent into ambushes with your Pistoliers, lure him forward into the range on your missile troops, charge his best units with two or three of your own, use detachments and their charge to strip units of rank bonus. Above all, do not let your opponent get his way, because if he does you will be facing two or more units ganging up on each of yours, and no matter how many detachments you have you will not be able to survive that.

Because your troops and characters are only average, you might be tempted to use magic items to increase their abilities.  Don't fall into this trap. Some items are useful, but it is often far more useful to purchase more troops than expensive magic items. It is often the number of troops you have, and not the quality of the magic items, that will make the difference in a combat.

One of the best things you can do to ensure success is to learn not only your own units and forces, but also your opponents'.  If you learn your troops, but don't know what your opponent can do, you won't be able to win many games. If you know both your troops and your opponents', you'll be able to win most of your games. Conversely, if you don't know your opponents' troops or your own, you will be doomed to failure. So borrow your friends' army books for a few days and learn their abilities.  If possible, buy a copy of each army book for you own personal library.  This way you won't have to keep borrowing books, and you can spend more time learning the abilities of your opponents' troops.

The Empire's tactics usually involve the use of a battle formation, the way you set your army up at the beginning of a battle. This allows you to determine what you will do and often helps you stick to it before the battle begins.

The first tactic for the Empire, and one of the best in my experience, is known as the Weighted Flank formation. In this formation, you place your strongest units at one end of your line and then work down to the weakest unit. A variant of this is the Echeloned Line, in which your strongest unit is deployed furthest forward, with the weaker units deploying slightly "behind" it, in a sort of stepped line (the "echeloned line" which gives the formation its title). Both formations work the same. You move forward with the stronger part of your line, until you finally assault the flank of your opponent's battle line. Traditionally, most people set up with their strongest units in the center of their line. What this means is that your strongest units will be facing units that are weaker than yours. Once you assault them, they will likely break. Then you can begin wheeling your line around to attack each of his units in turn, finally assaulting his strongest units with an overwhelming force. Your best bet is to have one or two units of Knights, backed by some Swordsmen and maybe some Greatswords, to form the strong end of your line. You'll also want a good number of missile units and artillery, which you can use to weaken your opponent's units before you assault them.

The castle formation is a great defensive formation, but it is only a defensive formation. You'll need a hill to make it work, preferably with two levels. On the top level of the hill, you'll place your artillery, giving them a superior view of the battlefield. On the lower level(s), you'll place your missile units with a few units to protect them from being assaulted. This gives your missile troops a good view of the battlefield and permits a larger number of the troops in them to fire each turn. At the base of the hill, you'll have a "moat" of assault units, protecting the "walls" of missile units and the "keep" of artillery. You can launch a few assaults with the "moat" units if you want, or have some extra units to attack with, but overall they will usually not do much good. This tactic best works with a large number of missile units and lots of artillery, with which you can pound the opposing units from relative safety.

If you're feeling like taking a traditional approach to a battle, then a Spearhead might be the tactic for you, though it has its weaknesses. You arrange your strongest units into a "spearhead" in the middle of your battle line, then move them forward quickly and assault the enemy's middle units. This can well break your opponent's line wide open, but it can also leave your spearhead units open to be closed in on by your opponent's flank units. Don't try this without a strong selection of units for the spearhead, which should include at least two units of Knights.

Although it may seem odd, the Horns of the Bull tactic, or just the Horns, is also a good trick for the Empire, due to the availability of Knights as Core Units. With the Horns, you place strong, fast units on your army's flanks, with a solid line of infantry between them.  During the battle, keep your battle line longer than your opponent's.   You can choose either to move forward and assault your opponent's army with your own, or wait for him to engage your army.  Once your army makes contact with his, circle around the flanks of his army and hit it from the sides.  This will mean that his army is engaged from three directions.  Once you destroy or run off his flanking units, move inward and behind the army, using your own flanking units to close in and prevent your opponent's troops from having an easy escape.  This movement gives the tactic its name; your flanking cavalry curve inward around your opponent's army, shaping your battle line line the horns on a bull's head.  Performed correctly, this tactic will usually devastate an army.  Just make sure you don't neglect your battle line.   Use strong defensive units.  A selection of spearmen and archers is great, backed by some detachments of swordsmen.

The above selection of tactics include those that I've found work best for the Empire. You can, and should, experiment with the above tactics and any new or variant tactics you can think of, finding out what works best for you. Try not to fall into a rhythm with your tactics; change them between games as often as you can. Being predictable will lose you more games than any amount of bad luck. Remember to use the diversity of Empire troops for your benefit, and don't overlook your Core Units.  Battles are won and lost mostly by the Core Units, not the special elite units, and leaving them our in order to take more Special Units or Rare Units is a mistake you can't afford to make.

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SKIRMISH AND SIEGE GAMES

Warhammer allows you to play both skirmish and siege games, which are quite different from normal pitched battles. The above tactics are for pitched battles, and while they might work in siege games they will not work in skirmish games. There are also some special considerations when playing a siege game that you need to think about. For this reason, I'll describe the way skirmish and siege games alter your tactics.

Skirmish games are small, semi-chaotic games. You can buy almost any troops you want to, and there are no units. This allows great freedom amongst the different models, and means you will be dealing with far more actions than you have to in a pitched battle. Your opponent is likely to move around, find good avenues of attack and cover for his missile troops to snipe from, then use them to attack your troops. The only way to prevent this, of course, is to take most of the high ground early with your own missile troops and form bands of two or three close combat troops searching for your opponent's troops and taking them out. Skirmish games are as much about quality as they are quantity. While the Empire certainly has the latter, they do not have much of the former in their individuals. For this reason, you should always play it safe by ganging up on individual models as much as possible. This gives you a far better chance. Just use cover to your best advantage, and gang up on your opponent's troops, and you should do well. Go with mostly infantry, backed up by some cavalry. Artillery is, quite frankly, useless.

Siege games offer two approaches, depending on whether you're the attacker or defender. As an Empire general, your army is well suited to both.

The Empire has access to many cannons and mortars, which can help them a lot in besieging a castle. While the cannon is one of the best artillery pieces available to attack castle walls, the mortar is not so grand. However, the mortar can be used to lob shells onto and over the castle walls, killing troops and making it easier for your troops to reach the castle and take it. A good mix of both will help you immensely. Don't try to over powder your cannons, unless you are very desperate.

It takes a long time to knock down a castle's walls, For this reason, you can't rely on your artillery alone. You'll need to assault the castle, quickly. The cheapest way to do this is with ladders, but your troops are likely to get slaughtered as they try to man the ramparts, unless you've managed to find a hole in the rampart defenses. Rams can, with time, break through the gates, but during that time you will likely take many casualties, unless you have a great diversion. So the best route is the siege tower, manned by one of your better units. You'll need to either smash the gate or capture the ramparts above it with any unit you can up there. Expect to run into heavy resistance while you do this, because capturing the ramparts above the gates will allow you to open the gates for your troops. This will allow them to flood in and overwhelm the castle's defenders, winning the game.

During the siege, don't forget your missile troops. Give them mantlets, and they will be well protected while they give your troops some covering fire and act as a good distraction. Missile troops are also useful for thinning down units holding the ramparts from your troops' assaults, so don't forget to fire at them when the opportunity presents itself.

Defending a castle is entirely different from besieging it, as you'll have to combat the threats of troops storming your castle walls and bursting through your gates. It's a good idea to spend the 20 points for a reinforced gate, and take some units of Greatswords and swordsmen to defend the ramparts. Greatswords are very useful against troops using ladders or grappling hooks, as they will strike first and hit with a Strength 5, likely enough to kill any troops trying to get up the wall that way. Your Swordsmen will be able to fight troops using siege towers, as the swordsmen are skilled and equipped well.

Your other defenses should include missile troops to fire at incoming attackers. Don't worry too much about opposing missile units, unless they become too much of a problem. You'll need to thin the ranks of the attackers as quickly as possible. Once they reach the walls, you should have some boiling oil and rocks ready to hit them. I recommend a pot of boiling oil stationed above the gates, to hit any unit trying to break through it with a ram.

If you're really good with ranges, a mortar might help your defenses, but I don't recommend a cannon. The mortar will allow you to take out large numbers of your opponent's troops and give you something that may be able to strike at his artillery (a very important move for defending your castle). If you take out your opponent's artillery, keep a unit stationed above the gate to deal with any units trying to break through (which your missile troops should be helping with, of course), and can hold the ramparts with your close combat troops, you'll be able to defend your castle through the typical seven turns a siege lasts.

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TERRAIN

Many great battles have been won or lost on the involved generals' ability to exploit the terrain of the battlefield. Woods, rivers, hills, swamps - they all provide a tactical advantage waiting to be exploited. Terrain can have many effects, from slowing down troops to giving them cover or a better position from which to fire upon their enemies.

Difficult terrain slows your movement, as does very difficult terrain. The terrain classified in these two categories is covered in the rulebook, so I'll not cover them again. Difficult terrain is generally an impediment to the advancement of your troops. However, it can also be used to slow your opponent's advance. When possible, be sure to position units in such a way that your opponent will be forced to cross difficult terrain to reach them, unless he chooses to take a wide path around it. This can be very helpful in protecting your missile troops and artillery, provided the terrain doesn't block line of sight.

Woods are a special type of difficult terrain. Not only do they slow movement, they also provide cover and block line of sight. Woods should be used to hide missile units, giving them an extra layer of protection against opposing troops. They also work well in blocking your opponent's troops from getting a line of sight to some of your units as they move forward. Remember to take advantage of this; it will give you those precious few turns you may be able to win the game with.

Hills are also a very important type of terrain.  Placing a unit of archers on a hill allows an extra rank to fire, giving you double the shots from your missile units.   Artillery placed on a hill gains a better view of the battlefield, allowing them to fire at units they wouldn't normally be able to see.  Hills also block line of sight to units behind them, which protects your units from harm while they move around.

Impassable rivers are looked upon by many players as being useless obstacles, but are really quite useful.  Both sides are blocked passage across it, so you can use a river to either prevent access to certain units or artillery entirely, or you can at least channel troops wanting to attack them through a predictable route.  This is very useful for protecting your missile units and artillery.Hills are also a very important type of terrain.  Placing a unit of archers on a hill allows an extra rank to fire, giving you double the shots from your missile units.  Artillery placed on a hill gains a better view of the battlefield, allowing them to fire at units they wouldn't normally be able to see.  Hills also block line of sight to units behind them, which protects your units from harm while they move around.

Obstacles allow you a point of defense, so use walls and hedges where possible to provide defense for units behind them.  Missile units work well behind obstacles, because they won't fall apart so easily if charged.  Buildings are basically sniping vantage points.  Use them to position archers with a good view of the opposing army.   The cover provided by the building, as well as its height, will be of great assistance to your archers.

Remember, used correctly terrain is like a second weapon in your hand, equal in use to your forces.  A small force can take on a larger force by channeling them between impassable terrain, or by attacking them piecemeal as they trudge through difficult terrain.  Ambushes can be set up using terrain, and flank attacks are made easier.

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FORMATIONS

Below you'll find a selection of diagrams for some of the above formations.

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DIAGRAM KEY

In the above diagrams, unit types are color-coded as follows:

  • Blue = Infantry Units & Detachments (ie Halberdiers, Swordsmen)
  • Orange = Missile Units (ie Handgunners, Archers)
  • Red = Knights (ie Knightly Orders)
  • Light Blue = Light Cavalry & Skirmishing Infantry (ie Pistoliers, Huntsmen)
  • Gold = Heavy Infantry (ie Greatswords)
  • Brown = Reserve Units
  • Cannons = Cannons/Helblasters
  • Mortars = Mortars

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PARTING WORDS

I hope you've been able to gain something from the above article, and I wish you good luck in all your games. Remember, the game is about fun, so try not to worry too much about winning or losing. Just try to have fun!

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