Get ready to move close! Middenheimers are not a shooting warband. They, on
the other hand, can be a deadly HTH combat. Focus on this ability, use cover to
its maximum and get close. An way to maximize this warband's HTH advantages is
to buy 4 Swordsmen armed with 2 swords each. Why? Well, remember that the
Swordsmen have the Expert Swordsman skill that allows re-rolls on ALL
their missed attacks. Those are 220 gc of pure enjoyment! Your opponents will
freak!
Because there are so many variations in the composition of a mercenary warband,
the tactical possibilities are equally endless. Following are some loose
examples of how you could set up your warband to face an encounter. Each case
presents a rather one-sided view. Most warbands will have a mix of the listed
forces, and the suggested tactics will similarly combine or may apply only
partially. Up to you to device the best tactic, or come up with an unexpected
tactic, taking your opponent by surprise.
Campaign Tactics: Swordsmen have the Expert Swordsman
skill, which allows them to re-roll failed hits when charging with swords.
This skill can also be taken by mercenary heroes. It justifies taking 2
swords, gaining the advantage on each strike. Of course this inspires the
use of offensive tactics, as it is essential for warriors with this skill to
charge. However, your swordfighters will not hold out for long if they are
outnumbered. After their initial charge, it is likely that they will be
charged by other warriors, and their skill's advantage will be lost then.
Pairing them up with other close combat warriors is a good idea. Try to get
multiple warriors to attack single opponents. Once the enemy is down, the
to-hit bonus is no longer needed to eliminate him; high strength is more
useful then. Think of armor as optional insurance. Nice to have another layer of
protection, but only after you have all other possible advantages. Once your
roster is full, everyone is armed to the teeth and have minimum protection
(i.e. helmets, shields, etc) then you can move to armor. It is a matter of
being cost efficient.
Skills: All mercenary warbands can take a fair share of skills,
but their origin strongly influences their aptitude for specializations. The
combat skill-list is always a good choice, and all of the mercenary Heroes
can take from this skills.
Expert Swordsman is of extra interest, because your Swordsmen
henchmen already have it, and it allows you to build a sword-themed warband.
Weapons Expert is probably the least useful, as mercenaries
already have a great selection of close combat weapons.
Middenheimer Champions and Youngbloods excel in Strength skills:
Mighty Blow gives +1 strength.
Pit Fighter gives +1WS and +1 attack indoors.
Resilient Deducts -1 strength from opponent blows (boiling down
to a higher toughness),
Unstoppable Charge will confer +1WS when charging.
Strongman is a very popular and interesting choice. When using a
double-handed weapon, the combatant with this skill is no longer forced to
strike last!
Fearsome shouldn't be underestimated: it also makes one immune to
fear.
Speed skills are extremely useful in many types of mission, giving your
warband the edge in seeking out strategic positions, getting to goals, or
overtaking fleeing opponents.
Lightning Reflexes and jump up serve well in close combat.
Sprint and Leap will improve your overall speed
dramatically.
Acrobat and Scale Sheer Surfaces are great for moving
around buildings, and will get your shooters into position much quicker.
Dodge will probably be more useful for your opponent, granting
him a save against your shots.
Warband's Tactics Development Progression
1.0 Initial document submission.
Designer Notes
If anyone has any other ideas or
suggestion,
please
email us.
We will be more than happy to include them!