Slann
Killer Angel
Prophet of the Stars
- Messages
- 20,454
- Likes Received
- 41,660
- Trophy Points
- 113
I'm aware there are already threads on skirmish, but those are more about general discussions, while I wanted to approach the debate with a more analytic eye.
Reading the skirmish book and after a couple of games, i would like to share some considerations and hear you opinions to this "guide to warbands building".
ONE: Magic is far more important than in AoS large battles: just to name one, Arcane Bolt is devastating; it can automatically (or with a high chance) kill a model: a mere annoyance on a unit of 20+ models, but a severe hit when a model counts as a unit and its loss forces a battleshock; you should try to combine a kill by arcane bolt and another couple of kills by charge or shooting.
It's not a case that wizards cost a lot.
For the same reason, the ability to shut down enemy's magic is equally important.
TWO: For a similar reason, models with just 1 wound are fragile and dangerous to field, even if they have good stats (Grave guards, Saurus guards, Hammerers and similar).
THREE: All the units that count on numbers to improve their combat / shooting prowess, are severely hampered in skirmish.
FOUR: To have a good move is even more important than in AoS large battles, and with a scenario with many buildings/terrains, the ability to fly is great.
FIVE: Any ability that can target more models is precious.
I'm sure thare are other possible observations, but these are the first things that i noted, and that (IMO) should be kept in mind when you do the list for your warband.
Reading the skirmish book and after a couple of games, i would like to share some considerations and hear you opinions to this "guide to warbands building".
ONE: Magic is far more important than in AoS large battles: just to name one, Arcane Bolt is devastating; it can automatically (or with a high chance) kill a model: a mere annoyance on a unit of 20+ models, but a severe hit when a model counts as a unit and its loss forces a battleshock; you should try to combine a kill by arcane bolt and another couple of kills by charge or shooting.
It's not a case that wizards cost a lot.
For the same reason, the ability to shut down enemy's magic is equally important.
TWO: For a similar reason, models with just 1 wound are fragile and dangerous to field, even if they have good stats (Grave guards, Saurus guards, Hammerers and similar).
THREE: All the units that count on numbers to improve their combat / shooting prowess, are severely hampered in skirmish.
FOUR: To have a good move is even more important than in AoS large battles, and with a scenario with many buildings/terrains, the ability to fly is great.
FIVE: Any ability that can target more models is precious.
I'm sure thare are other possible observations, but these are the first things that i noted, and that (IMO) should be kept in mind when you do the list for your warband.
Last edited: