I am very new to Warhammer, and one of the questions I keep asking myself is how big to make my troop blocks. I have several basic questions regarding optimal troop block size and dimensions for Saurus, Temple Guard, Skinks with Kroxigars. 1) I have been using a block frontage 6 models wide for Saurus and Temple guard, because it give maximum number of attacks against a 5 wide unit. Is this a good approach, and when would you want to have more, or less? 2) I have been playing with two blocks of Saurus 6 wide, 4 deep. Would it be a good idea to have one deep unit instead of two shorter ones? 3) Is it a good idea to hoard skinks when you have 3, or 4 Krox in the unit? Coming from a 40K background I am fighting the urge to maximise the number of models that contribute directly to combat and hence have smaller units. But I am increasingly aware that moral, and unit breaking are the main way to destroy enemy units. General advice regarding block sizing would be appreciated. Thanks Ray
I generally use two factors to determine unit size and formation: 1) the main role of the unit within the army and; 2) the nature of the opposing unit. Here is how it could be applied to the units listed: 1) TG - Purpose is the main combat unit and slaan body guard. Since it will be seeing several combats and it is good to maintain maximum static resolution, a minimum of 21 (the slaan fills 4 spaces) is needed so that it can lose several and still have 3 ranks. More is better however and 30+ offers the option of adopting horde formation and being able to maintain 3 ranks even after losing 50% of the unit. Now, consider the opposing force. If TG have a combat advantage (i.e. they are fighting weaker troops S3/4 & T3/4 and 4+ or worse save), then maximize attacks. For example, if taking on empire/skaven/spearelves, etc. with a frontage of 5 (100 mm), then make the unit wide enough to give 6 in contact + supporting attacks. Against superior infantry, you need to do some math hammer to see who is likely to win a war of attrition and if you are likely to lose, then minimize contact to extend the life of the TG until the conditions are turned in your favour by a supporting flank attack or magic buff/hex. 2) Saurus - very similar to TG but their lower WS & S means they tend to be more of a tar pit intended to hold up the enemy with steadfast. Consequently, tar pit saurus blocks need to be very big (30+) while supporting blocks can get away with 20-25 since their main role is likely to take on non-elite targets or to provide a flank charge. 3) Skrox - If the role is to take down big monsters, than going with 3 krox + 24-30 skinks c/w standard & musician in a 6 wide formation works very well since it provides loads of ranks for steadfast and 9 x S6 attacks back. The same unit and formation is also ideal for a supporting flank charge. In general, skrox tactics should be aimed at minimizing the number of skinks in combat since they die in droves even against the weakest of opponents. Skrox units with 2 krox & 17-22 skinks can be used in a similar manner but with a frontage of 5 to gain ranks. In my experience, skrox units with 1 or 4 krox are sub-optimal since the former is too weak and small to last while the latter too expensive and unwieldy. You will definitely need to do some experimentation and see what works best for you. In the interim however, the simple method outlined above should help point you in the right direction.
I agree with most of that, except I think you get a greater benefit from runing spears wider for the maximum number of attacks: while sasic saurus are better served by just runing 5 wide for less attacks back. (mind you spear only get extra attack if they didn't charge that turn) Example: Spears 5 ranks wide & at least 3 deep. (20 attacks) Spears 6 ranks wide & at least 3 deep. (24 attacks) Spears 8 ranks wide & at least 3 deep. (32 attacks) Spears 10 ranks wide & at least 4 deep. (50 attacks) --------------------------------------------- Hand Weapon 5 ranks wide & at least 2 deep. (15 attacks) Hand Weapon 6 ranks wide & at least 2 deep. (18 attacks) Hand Weapon 8 ranks wide & at least 2 deep. (24 attacks) Hand Weapon 10 ranks wide & at least 3 deep. (40 attacks) ----------------------------------------------------- Also: spear units are most effective against large units of ST3/TO3 troops where they would get their full armor save and their ST4 is more effective. Hand Weapon and Shield units 6+ save is better aginst stronger units that would negate much of their armor save.