D.R.A.I.C.H. - RXB men, the modest shooters
Posted: Mon Feb 22, 2010 11:24 pm
Here are a couple of thoughts about our humble core shooter.
Quick summary:
take 2 lines of 10 RXB with shields and musician, and use them also for side-charges.
1. Presentation.
2. How many RXBs?
3. Unit’s size.
4. Shields.
5. Command.
6. Assassin and characters.
7. Best use of terrain.
8. Deployment & movement.
9. Fighting in a melee.
10. The large RXB unit.
11. Priority targets?
12. Comparison with other shooters.
13. Conclusion.
1. Presentation.
Repeater Crossbowmen are the backbone of our fire power, large quantity with rather high accuracy shots, armour piercing, which somehow makes up for the low strength of the shot.
Large numbers of them can be taken fairly cheaply.
Despite not being designed to be game breakers, they are a constant irritation to our opponents.
2. How many RXBs?
The volume of fire results in volume of death.
A lone unit of 10 RXBmen tends not to do much damage against most targets and is specialized against fast cavalry.
RxBmen perform better when you take several units of them. When you take large amounts (>30 RXBmen for >60 shots) then you can pump out enough shots per turn to damage even hard targets like knights. A shooty army of 2250pts can pump out around 130 shots per turn and prove very efficient on the battlefield. Enough s3 shots can hurt just about anything, although not everything at once.
The psyche out factor is worth taking them alone! No player enjoys seeing their opponent pick up 40-80 dice for one round of shooting, no matter how puny that shooting may be.
3. Unit’s size.
Units of ten strong tend to be the best:
- The minimum size of 10 is the easiest to field in a single line, taking into account that only the front line can shoot unless you are on a hill. The RXB in the rear are usually wasted, and 10 is already a long line.
- Several small units allow you not to put all eggs in the same basket. Don’t allow your enemy to take out a significant potion of your firebase at once.
- A small unit may more easily avoid charges.
- In a building, only 5 per level can shoot.
Never take more in a unit unless you’ve got a good reason.
One good reason could be if they babysit a sorceress, but not necessarily.
Another, better reason is if you intend them to go in melee. Then you would rather take 15 or 20.
Quick summary:
take 2 lines of 10 RXB with shields and musician, and use them also for side-charges.
1. Presentation.
2. How many RXBs?
3. Unit’s size.
4. Shields.
5. Command.
6. Assassin and characters.
7. Best use of terrain.
8. Deployment & movement.
9. Fighting in a melee.
10. The large RXB unit.
11. Priority targets?
12. Comparison with other shooters.
13. Conclusion.
1. Presentation.
Repeater Crossbowmen are the backbone of our fire power, large quantity with rather high accuracy shots, armour piercing, which somehow makes up for the low strength of the shot.
Large numbers of them can be taken fairly cheaply.
Despite not being designed to be game breakers, they are a constant irritation to our opponents.
2. How many RXBs?
The volume of fire results in volume of death.
A lone unit of 10 RXBmen tends not to do much damage against most targets and is specialized against fast cavalry.
RxBmen perform better when you take several units of them. When you take large amounts (>30 RXBmen for >60 shots) then you can pump out enough shots per turn to damage even hard targets like knights. A shooty army of 2250pts can pump out around 130 shots per turn and prove very efficient on the battlefield. Enough s3 shots can hurt just about anything, although not everything at once.
The psyche out factor is worth taking them alone! No player enjoys seeing their opponent pick up 40-80 dice for one round of shooting, no matter how puny that shooting may be.
3. Unit’s size.
Units of ten strong tend to be the best:
- The minimum size of 10 is the easiest to field in a single line, taking into account that only the front line can shoot unless you are on a hill. The RXB in the rear are usually wasted, and 10 is already a long line.
- Several small units allow you not to put all eggs in the same basket. Don’t allow your enemy to take out a significant potion of your firebase at once.
- A small unit may more easily avoid charges.
- In a building, only 5 per level can shoot.
Never take more in a unit unless you’ve got a good reason.
One good reason could be if they babysit a sorceress, but not necessarily.
Another, better reason is if you intend them to go in melee. Then you would rather take 15 or 20.