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The Art of Confrontation - MirageK

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The Art of Ranged Combat

Not getting the most from your archers? Need to maximize your firepower? Lost in the activation before shooting?

If you have read the other Arts, then you already know there is more to activating your ranged attack troops than shooting.

Your opponent has a refusal against you? Prepare to use your archers. Even at a further range than desired, your archers can still offer some good threat against your opponent's fighters. This will also delay your activation of important melee troops.

When do you start shooting a new target? I would suggest shooting a fresh target once your target has suffered a Serious Wound, unless there is a better choice. Every fighter, with few exceptions, essentially has 4 wound levels. A serious wound now means you only need to do two light wounds to finish him off. Better choices include targets with Fierce which you want to see dead before being in combat with them, assassins, sacred weapons, casters, high AIM shooters within medium/short range, etc... Remember the game only last 6 rounds, your goal initially is to soften his troops for your own assaults, reduce the effectiveness of his range support, and eliminate key casters who's role is not diminished by being wounded.

Once you break up your opponent's organized resistance, you can do your sweeping advances. Let him take a wounded fighter away from the combat. Unless he is carrying an objective or can offer a threat later, he can be ignored as a non-participant.

Remember to shoot every round, your typical archer only gets 6 shots before the end of the game. If you aren't shooting, it's like throwing away a scratch ticket before playing it... A chance is better than no chance, unless you need to get to a position quick.

Acceptible choices are 5+ and no better target exists.
Fair choice can be hit by 4+.
Good choice can be hit by 3+.
Great choice can be hit by 2+.

Don't forget you can move to an easier range and take your shot. Why stay for a Difficulty 7, when you can move to a difficulty 4+1? Difficulty 4 for short range, plus 1 difficulty for moving before shooting. Even if it cause you to shoot through partial cover, it is still better than what you started with.

Your archer got caught in an assault? If they have poor combat abilities, just go all attack. You might get a wound in before being killed... If your archer has a good enough defence and initiative, there is always an option of all defense. Next turn, just disengage and shoot at short range. Popular maneuver with Ophidian Archers...

Consider shooting into a fray, but afraid of hurting your own troop? Here is something which may help you get a pair of calculated dice. The chance is good enough in hitting your opponent. 50% is worth the risk, unless the ones engaged are your primary fighters. If they are sacrificial, think of it this way... Their death does not allow your opponent any pursuit movements... Remember to cheer when it critically wound a Predator of Blood before fighting a Templar. If you have enough RES, your own stray projectile offers little threat to yourself.



Next: The Art of Support

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