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| MSU is another person's idea (Malekithau from Druchii.net and others). Source: Druchii.net, Ulthuan.org, and GW Website. I had been looking around the net for a while. The recent push in Warhammer tactics is MSU. What is MSU? MSU is Multiple Small Units, by having two or more smaller units in a single combat with only one large block with ranks and outnumbers. Usually, in this club and many other places, we play with 5x4, 20 man blocks and have about 3-5 blocks then some support units. Having a 20 man block you get +3 bonus for rank, +1 for standard and maybe +1 for outnumbering. Total of +5 to CR. Having two units of 10 can do the same thing; you get +1 for flank, +1 for standard and –3 for your enemy ranks. Total is still + 5 to CR. The advantage of MSU is you have more frontages or more attacks instead of having men standing in ranks and doing nothing and also having more units so they are harder to kill. Of course, you can see MSU is not for everyone. MSU is geared more for the elf, High Elf and Dark Elf (Woodie is not out yet so don’t know). For the rest of the article I will use High Elf as examples. As above, MSU can provide the same CR in a single combat. First advantage of MSU, having more attacks. Example: 20, 5x4 Swordmasters. While you have 5 men including the champion total is 6 attacks at S5. If you have two units of 10 then your attack will be 12 attacks at S5. The idea came to my mind after the last tournament, why do I have 65 points, 5 men, worth of Swordmasters to give me a +1 in CR? That just costs too much and MSU can do the same. Second advantage of MSU, having more units. It is better to get a unit of 10 run down than a unit of 20. Just be careful with enemy range attack. You panic faster than a large block. MSU also offers more tactics than the traditional ways. You have more units. It is easier to set up traps. You can cause major damages to your enemy while he ‘dodo’ around with his large unit blocks. Many forums and the White Dwarf have talked about traps. So I will not cover them in this section. Other than traps, you can lead a unit away or refuse your enemy marches. Example: A unit is too strong to take out in combat (Chaos Knights), then just led them away from main combat. A unit of Reavers cost 97 with musician. If not back within three turns after the run around then that unit is as good as dead. And for tin-cans (Chaos Warrior) just let a unit run around them. Fast Calvary is good at that. Shadow Warrior can do that too. As all the tactics depend heavily on Deployment and Movement. You must set up and move in a way that all units support each other. Master the Deployment and Movement phase and MSU tactics is not so far away after all. MSU is built on the basis that you have something happen in every phase and a balanced army. Having those is important so don’t forget to build a balanced army. Advance form of MSU is to have 1 or 2 large or “hammer” units around. Their job is to break the enemy when the opportunity presents itself. Example: 4 large blocks break down to 8 small blocks. But leave one or two units in large block you still have 4 small blocks to do the job. With the support that is already in the army you can run rings around traditional armies. Then HAMMER them when the time is right. Warning: When placing a standard and musician, you should be careful. Not every unit needs a standard and musician. Standards can be harmful. In a single combat only one standard is used. All other standards are potential Victory Points for your enemy so don’t place them everywhere. I know that is a different idea to swallow, but this is what I have been working on. The basic is to trade ranks for more attacks and at the same time refuse your enemies rank bonus. Alexander Yuen |
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