|
Post by heatseeker on Oct 14, 2006 12:44:07 GMT -6
i admit that you should have done just that. treemen NEED to get into combat as fast as possible. ya he'll be taking fire as that's expected from an empire army, but it's going to be extremely hard to wound him with a 3+ reg, 5+ ward save as unless there's a few cannons on the table, you should be fine. remember when i had 50+ saurus attacking him and the only reason i managed to wound was bc i had a scar veteran with a great weapon? ya treemen are crazy.
|
|
|
Post by Relando on Oct 17, 2006 7:40:22 GMT -6
Thing should have done different:
the -2 to hit the people behind the obsticles was rough, even with my 3+ was reduced to 6s after long range and the walls, they should have targeted by the scouts which would not have had any restrictions(from behind the wall bonus would be gone and would be in close range), while the one group of gladeguard should have walked behind the trees and redeployed to shoot at more at the swordsmen and the detatchment
Hail of doom, was wasted on the pisolers, It should have gone right for a morter
The sorceress and the one group of people should have been depoyed in the trees so they would get the -1 to hit them and just enough to see out of the woods
Treemen should have did a head long rush across the field, 2nd turn it would have moved a total 20" and I could have done tangled roots against something, it would have been in combat 3rd turn, and josh would not have been able to target it
Dryads should have gone right for the handgunners, the -1 to hit them would have been plenty except if I rolled bad with a panic test if they took alot of fire one turn.
|
|
|
Post by Relando on Oct 19, 2006 11:12:21 GMT -6
|
|
|
Post by heatseeker on Oct 19, 2006 13:50:46 GMT -6
|
|