Back to the Table of Contents
- 8.1 Humans in General 75
- 8.2 Characters 75
- 8.3 Units 76
- 8.4 War Machines 82
- 8.5 Special Characters 85
- 8.5.1 The Emperor Karl
Franz 85
- 8.5.2 Magnus the Pious 85
- 8.5.3 Ludwig Swarzhelm 85
- 8.5.4 Grand Theogonist
Volkmar 86
- 8.5.5 The Supreme Patriarch
86
- 8.5.6 Kurt Helborg 87
- 8.5.7 Elector Counts 87
- 8.5.8 Boris Todbringer 87
- 8.5.9 Aldebrand Ludenhof 88
- 8.5.10 Valmir Von Raukov
88
- 8.5.11 Marius Letdorf 88
- 8.5.12 Tzarina Katarin 88
- 8.6 Tactics 89
- 8.6.1 Charge 89
- 8.6.2 Defensive Line with
Reserve 89
- 8.6.3 Hammer and the Anvil
90
Hail o devotees of Sigmar!
My eyes grow dim and my hand falters. The winter night is
cold, and even the heat of the fireplace does not warm my
tired body. My loyal knights see for my every need, but what
I really desire is the rest of the realm of Morr. I know that
I can go before my lord Sigmar with pure heart, for all sixty
two years of my life I have devoted to the service of the
emperor. But one more thing remains. I'll have to pass my
years of experience to those hot blooded young men that shall
take over my position as the war master of the Empire. So
listen to me and heed me well, for I have not been defeated
even once during my thirty six battles and one hundred and
eleven skirmishes.
In the year 2514 after the birth of Sigmar, our saviour.
Magnus the heavy handed, Hochmarchell of the Empire.
Humans are your basic Warhammer race. 5 points and the most
average line of statistics you'll ever see. They cost just enough
so they have to pay full points cost value for the equipment.
They have no strong or weak points, and no special rules.
This means that you must learn to understand your troops. They
will beat Goblins and such in fair fight but they'll die in
droves if confronted with dwarf veterans. Numbers are often on
your side, so use it to your advantage. The greatest asset of
Humans, however, is their variety. There is almost no troop type
they cannot field, and they have access to a staggering variety
of war machines. Use this variety to catch your opponent off
guard almost every time.
If you don't know how to use these, please reread the basic
rules. Always, always, take a champion for each unit. He is cheap
and can save the unit from that 2000 point necromancer lord on a
dragon by challenging him to a single combat. Your ranks and
standard should rout the awful thing, and will drive away any
character on a flying creature even if it makes it's break test.
Everybody has a personal taste here, but I prefer Amethyst and
Grey colleges: Purple Sun of Xereus, Amaranth, Bridge of Shadows,
Pit of Tarnus, Traitor of Tarn and Fate of Bjuna are all very
good spells indeed.
- GENERAL NOTES:
- Two handed hammers, heavy armor, barding and no shield.
They have a move of 7 because they lack shields. This
means 3D6 pursuit and flee.
- WEAKNESSES:
- The usual problem with the 2 handed weapons, they strike
last.
- USES:
- With the standard of shielding and proper characters
leading them, they can take on (and beat) many enemy
infantry units that would pose a dire threat to your own
foot troops. Good examples are the Witch Elves, Plague
Monks and Savage Orcs. These troops are extremely
dangerous when faced with lightly armored troops but
their strength of 3 just isn't high enough to trouble the
knights unduly. Watch out for their characters, though!
Frenzied witch elf hero with the Ogre Blade will demolish
your knights.
- GENERAL NOTES:
- These are the strong arm of the Empire. Their charge can
be devastating, and they fight it out very well even
after the charge because of their strength of 4.
- WEAKNESSES:
- The Banner of Wrath is a nightmare of every knight
because it allows no save. Movement of 6 means that you
flee and pursue only 2D6.
- USES:
- With a good standard, support from the other troops, and
enough numbers (even 20 is not too much) they'll usually
do magnificently in hand to hand. Just watch out that
Goblins or Skavenslaves do not trap them with Crown of
Command.
- GENERAL NOTES:
- These troops have two uses:
- As close combatants against enemy sacrificial
troops like Skavenslaves or, more effectively.
- Fast cavalry with short range missiles.
- WEAKNESSES:
- Don't expect them to win combats against powerful
opponents.
- USES:
- I myself use pistoliers as a fast cavalry and harass
enemy flanks. If they have enough numbers their stand and
shoot is so deadly that the enemy does not dare to charge
them. Use the fast cavalry rules for full effect. For
example, shoot away against enemy's tough units (strength
4 and -2 save allows this) and then suddenly reform into
a deeper formation and break a regiment of Bretonnian
peasants.
- GENERAL NOTES:
- Heavily armored engineers with weird wonder weapons.
- WEAKNESSES:
- Hand to hand is usually fatal to Outriders, even ones
with repeater pistols. Avoid combat like the plague.
- USES:
- With enough numbers and with repeater hand guns, they are
a murderously effective unit. 10 of them should be about
right. This gives them a potential of 60 strength 4 -2
armor save hits! OK, it will never happen, but you never
know. Giving them a champion might be a good idea because
of his ballistic skill of 4.
- GENERAL NOTES:
- As they are cheap in the terms of money, and many
generals have a great many of them. Halberds, hand
weapons, shields and light armor at the cost of 10 points
each is pretty good combination, but many people
overestimate them.
- WEAKNESSES:
- Compared to the rank and file of other armies, they often
are just too weak and often broken in hand to hand. Save
of 5+ or 6+ and toughness of 3 do not help the situation.
- USES:
- Many players form their main block from halberders, and
who am I to say it should no? I personally feel that they
are useful in smaller regiments and used against Orcs and
other tough creatures. I rather form my infantry out of
Reiksguard, Flagellants or other elite troops and put the
battle standard in their midst to counter the Empire's
inability to have magic standards in infantry units.
- GENERAL NOTES:
- Very good and quite inexpensive infantry, the Reiksguard
are a common sight on a battlefield. Weapon skill of 4,
strength of 4 and initiative of 4 are the obvious reason
why they are so popular.
- WEAKNESSES:
- Even Goblins get a magic standard, but not the
Reiksguard. Their movement is only 3, and you can only
have a one unit of them.
- USES:
- Any low to middle class infantry (and some weak cavalry)
are the main prey for the Reiksguard. Remember to place
them centrally so they get a chance to fight.
- GENERAL NOTES:
- The spears are a defensive weapons, so if you plan to dig
in, shoot it out and receive a charge, spearmen are
perhaps useful.
- WEAKNESSES:
- Compared to their point cost value and feeble statistics,
I fear the spearmen have seen their day on the
battlefields of the Old World.
- USES:
- Against other forces with weapon skill of 3 or lower,
they have a chance. Dwarfs, Elves, and any other tougher
troops will have them for lunch. For defensive armies
only.
- GENERAL NOTES:
- The dreaded Tswei-handers of the Prussian Empire are
unfortunately a pretty weak unit in Warhammer Fantasy
Battle. If you need strength of 5 to hurt your opponent,
then they are useful.
- WEAKNESSES:
- The usual swing last penalty for 2 handed weapons.
- USES:
- With enough numbers, they are pretty effective against
beastmen who otherwise are very difficult for imperial
infantry because their high toughness and 2 wounds. Watch
out for beastmen units with more than 1 attack, or there
is no hope in the battle. The best thing to do with the
Greatswords is to place them behind defended obstacle.
Since their opponents only hit with a roll of 6 and you
in the other hand get to strike back with strength 5.
This of course works only in defensive overall strategy
where you wait for the enemy. Also watch out for the
enemy flyers that ignore the obstacles.
- GENERAL NOTES:
- weapon skill of 4 isn't that special, but it has it's
uses.
- WEAKNESSES:
- Well, they are only Humans.
- USES:
- Against armies that have a basic weapon skill of 4, they
can be frustrating. Since your enemy will hit you only
with 4+, you can bog down a dark elf regiment for a turn
or two.
- GENERAL NOTES:
- Humans with the dreaded hand gun and the nifty Empire
routine of changing ranks while firing.
- WEAKNESSES:
- Well, at least their "Stand and Shoot" is
deadly. Otherwise charging units chop them up.
- USES:
- Either as a very large regiment on a hill deployed like
the archers, or using their "creeping and
shooting" tactic in the places where you would never
place other archers. They can surprise foe on a flat
ground where he does not expect any kind of ballistics.
Their strength of 4 and -2 save can fell even a mighty
knight.
- GENERAL NOTES:
- Human archers. Only notable thing is their ability to
skirmish.
- WEAKNESSES:
- Usual human weaknesses prevail.
- USES:
- I personally prefer the crossbows over the long bows, and
the human archers have ballistic skill of only 3. You can
make them skirmish so that every archer has a chance to
shoot, and this can be useful when the battlefield does
not include many hills.
- GENERAL NOTES:
- Humans with crossbows. What else is there to say?
- WEAKNESSES:
- What did you expect from a missile unit? No close combat
ability.
- USES:
- I personally think that every army that has an access to
crossbows should always field them. Either as a one large
unit (even dragon fears charging a 30+ strong crossbow
unit) or several small ones. With crossbows I heartily
recommend a very large unit. They will not move anyway,
and thus they have a shimmer of hope against a enemy hand
to hand unit. I'd say 30 crossbowmen, in three ranks, on
a hill, perhaps with standard. (Combat resolution of
3+1+1 for higher ground.)
Think about what I said
because it has merit. Strength 4 can wound a creature
with toughness of 7, and is deadly against normal
toughness 3 opponent. -1 on armor save also helps
enormously. As a final word, never take any armor for
them! That is too darn expensive!
- GENERAL NOTES:
- As one of the few Empire regiments permitted to buy a
magic standard, the Winged Lancer can come in quite
handy. Just don't expect them to defeat Trolls.
- WEAKNESSES:
- Strength of 3 and quite low armor save sets them back a
bit.
- USES:
- Against foes with toughness of 3, their charge is
devastating, and they can carry that Banner of Wrath that
wouldn't fit anywhere else. I don't use them against Orcs
and other troops with toughness of 4 or good hand to hand
troops.
- GENERAL NOTES:
- Cheap and fast, the most famous usage for these troops is
to lure out the goblin fanatics. There is, however, far
more than meets the eye. Skirmishing is surprisingly
useful thing.
- WEAKNESSES:
- Well, toughness of 3, strength of 3 and no horse attacks
means that the brave Kislevites are not match for any
close-combat troops.
- USES:
- These brave kislevites can skirmish, so take an advantage
of this. They also enable you to field Tzarina Katarina.
If you think you need her desperately, a unit of 5 horse
archer costs only 80 points. One of the best uses for
them is to put them in snaking formation so they require
only a minimal amount of space, deploy them in the flank,
and race towards a dangerous enemy unit. Simply by being
within 8" they can stop the enemy from marching. If
you can do this by being in the flank of the enemy unit,
then so much better: They cannot charge you then. Think
about the frustration of those Chaos Knights! Try to move
to the enemy's rear so you get the chance to charge in
the rear once your main troops get to grips with the
enemy. Sure they won't cause many casualties, but +2 on
combat resolution sure helps!
- GENERAL NOTES:
- Toughness of 4, 2 attacks, immunity to psychology and
break test plus strength of 4 and flails (gasp!) Makes
the flagellants the best hand to hand unit when compared
to their ridiculously low point cost value.
- WEAKNESSES:
- No armor save, weapon skill of 3 and only 1 unit per army
limits their effectiveness. Spells like Blade Wind that
ignore toughness and require armor save are deadly.
- USES:
- Either get the strong arm of your infantry here and get a
big unit, or take only a small one to tie up an important
enemy unit. A good trick to counter their low weapon
skill is to put your battle-standard bearer with
flagellants and giving him the banner of might! My
recommendation: Always take flagellants, and always take
lots of them.
- GENERAL NOTES:
- Many options. In my opinion the best is to give them
spears and shields.
- WEAKNESSES:
- Move of 3 forces you to deploy your Dwarfs in a place
where they are sure to see some action.
- USES:
- With spears, shields and light armor, they are your best
option for spearmen. With toughness of 4, weapon skill of
4 and the fact that they are slow (and thus are often
charged and can bring the extra rank to play) they are an
excellent choice instead of human spearmen. Very high
leadership helps against panic and break tests. For the
defensive player.
- GENERAL NOTES:
- With weapon skill 2, strength 2, and toughness of 2, but
ballistic skill of 4 I think their role is pretty
obvious: archers. High leadership is helpful feature.
- WEAKNESSES:
- Well, if you are looking for a puny hand to hand unit,
look no further. These little guys are very bad in hand
to hand.
- USES:
- Armed with bows(!) And with the ability to scuttle
through forests they are very good value for points. You
can easily field 30+ of them. Just avoid too tough or
well armored targets.
- GENERAL NOTES:
- Strong, very tough and 3 wounds. Two attacks are a
welcome bonus.
- WEAKNESSES:
- As could be expected, their massive statistics give them
a very high point cost value. Weapon skill of only 3
makes them dubious choice against armies like Chaos who
have plenty of characters with weapon skill of 7+. Their
large size makes them easy targets for missiles.
- USES:
- You can usually surprise your opponent with the ogres. It
is a good idea to give their leader the Crown of Command,
so they don't have to care about break test and can
concentrate on bashing opponents instead. Their high
toughness and massive wound total makes them very
resilient. Halberds are a very good choice, especially
against (Chaos) Dwarfs, for their initiative of 3 allows
them to strike before Dwarfs. In most battles their
resilience combined with the Crown of Command usually
means victory. Skaven players get furious when you
challenge his "invincible" Rat Ogres (and win)
with your own Ogres.
As a rule of thumb, use your war machines against enemy
characters. The Humans are generally too weak to tackle the
opposing Lords (and Ladies) in hand to hand, but a strength 10 D6
wound hit will demolish even a Vampire. Even when shooting units,
always aim for the characters. You might get lucky with the
"Look out sir!" Roll. As a final warning, never try to
fight with the crew. Always flee, shoot the attacker with other
war machines, rally and return to the gun.
- GENERAL NOTES:
- Very much like Stone Throwers except their misfires are a
bit less self destructive.
- WEAKNESSES:
- Many players feel that they cost too much and are weaker
than the Stone Throwers.
- USES:
- If you decide to take them, try to field at least three
of them. This gives you an average of 1 "HIT"
per turn. It also gives a chance to use the mortars as a
mass destruction weapon like they are described to be.
Their accuracy and reliability leaves a lot to be
desired. Best against Skaven, Orcs and such that have so
many units that you're bound to hit something.
- GENERAL NOTES:
- With range of 60", and causing D6 wounds, they are
the most inexpensive cannons in the game.
- WEAKNESSES:
- Well, the misfires happen all too often, and the crew are
just too puny to fight against anybody.
- USES:
- Shoot characters on the top of big monsters. It is a very
good idea to place one cannon a bit further than your
battle line. This way, when enemy flyer lands to attack
your unit, you can shoot at him straight away without the
fear of hitting your own troops.
- GENERAL NOTES:
- A moving cannon with toughness of 10 and 5 wounds!
- WEAKNESSES:
- Not very useful against troops with high initiative like
the Elves. The malfunctions are often catastrophical.
- USES:
- Against Orcs, Dwarfs of any kind and Bretonnians, The
Steam Tank usually does its business very well. I myself
always use as many steam points as possible, since when
the boiler fails it is bound to stop the tank anyway.
- GENERAL NOTES:
- A chariot with six crew and two horses. Shouldn't this be
the other way around? Great many experimental weapons
make the wagon a nice thing to dabble with. Very powerful
at charge. D6 strength 7 hits is nothing to laugh about.
Great hoard of wounds is also an asset.
- WEAKNESSES:
- Only two horses make the War Wagon very easy to stop with
missiles.
- USES:
- Either as a part of a massed charge or (if our gaming
group allows same weapons in one Wagon) as a defended
base for hochland long rifle attacks. I've seen some
players use 4 War Wagons in "Hussite" style,
making a defensive obstacle in the middle of the field.
The cavalry advanced behind this wall and were hidden
from the enemy war machines.
- GENERAL NOTES:
- A much talked about device. It is potentially one of the
most devastating things in the whole game.
- WEAKNESSES:
- The effective range is too short. Try to keep the crew
within 12" of the general if at all possible. Panic
spreads so easily.
- USES:
- A powerful psychological weapon, any army will cringe in
terror when they see this device. You can dictate the
enemy's route by placing Hellblasters on strategically
important places. Many people use transportation spells
to move the Hellblaster for better firing position, but
equally many gaming groups disallow this. I myself used a
bridge of shadows to transport an enemy unit within the
range, much to dismay of my opponent! Do not fire unless
your foe is within 12" inches. The effect is too
weak.
- GENERAL NOTES:
- If you have a halfling unit, then you should consider
this 50 point war machine. At least the crew don't panic
that easily.
- WEAKNESSES:
- Do not expect miracles from the crew.
- USES:
- I have destroyed great many knights with this thing as it
allows no armor saves. It is useful against rank and file
only because it's feeble strength and disability to cause
multiple wounds.
- GENERAL NOTES:
- Some people have (the wrong) idea that poor Karl is a
hand to hand fighter. His main feature is his leadership
of 10, which is a very rare thing with Humans.
- WEAKNESSES:
- He is a human lord, plus that his first two items are
always the Hammer of Sigmar and the Silver seal. I
personally prefer giving them to somebody else, like Kurt
Helborg.
- USES:
- As a focal point of your army: he should be safe inside a
unit, with his battle standard bearer next to him. This
gives Humans around him a leadership 10 for the break
tests with re-rolls. If you really have to give him a
very good armor and mount him on a manticore. He still
won't beat that Chaos Lord, though.
- GENERAL NOTES:
- A very interesting case, with loads of special rules and
no option for magic items.
- WEAKNESSES:
- Your opponent will know exactly just how tough Magnus is.
The obvious disadvantage is of course the inability to
use any magic weapons.
- USES:
- Leadership 10 is a good thing, and the immunity to
psychology is useful. I personally mount magnus on a
barded war horse and put him in a unit with standard of
shielding and banner of Might. This gives him a 1+ armor
save with re-roll, and gives +1 to hit for his mighty
strike.
- GENERAL NOTES:
- A much envied Battle Standard Bearer with massive 3
wounds. Comes with one of the most point cost effective
magic swords ever. Especially good against cavalry
because it allows no save.
- WEAKNESSES:
- The only real weakness is his inability to use any magic
standard. Sure he can't ride a monster, but that's not
the purpose of the battle-standard bearer.
- USES:
- With 3 wounds, Ludwig is always a good choice for
battle-standard unless you really need that extra magic
standard.
- GENERAL NOTES:
- Almost immortal High Priest mounted on an impressive War
Altar.
- WEAKNESSES:
- Easy prey for the enemy War Machines. You cannot afford
to lose the War Altar, or the powers of the theogonist
are history.
- USES:
- Many people use Volkmar as an assault weapon and get shot
up very badly. Mighty though he is, he cannot take on the
whole enemy army. Armies with many and/or effective War
Machines are the High Priest's bane.
A better idea is
to gather your best troops around him, making them immune
to psychology and break test! I very often play
defensively, setting War Altar in the middle of my
troops. This gives me an army of unbreakable troops who
are immune to psychology. When trying to win the
supremacy in the magic phase, the Theogonist is a useful
tool. Make sure that you use a college that has cheap
spells. The Theogonist's magic is easy to dispel and he
has limited amounts of power card available.
- GENERAL NOTES:
- The most hated of all Empire characters, Thyrus Gormann
comes equipped with the dreaded Staff of Volans. Has a
cosmetic weapon skill of 4.
- WEAKNESSES:
- Your opponent will do anything within his power to kill
poor old Thyrus. Black amulet is almost essential.
- USES:
- When you need to get some spell through, Thyrus is your
man. I personally prefer the Crimson bands in defensive
strategy to tie up that pesky Chaos Knight unit. You can
try to dip other college decks with the book of Ashur,
but this is risky (since you draw last and are not
allowed to change the spells you are dealt, and you may
wander off into the wastes).
- GENERAL NOTES:
- Perhaps the best candidate for a general. Weapon skill 7
is very useful. He can also serve as a sidekick for your
an assault force as he can fly on the back of a ferocious
monster.
- WEAKNESSES:
- Kurt must love his Runefang very dearly. It would be nice
to give him a Deathsword.
- USES:
- A useful man everywhere: High leadership allows him to
lead foot troops and especially to help with the
detachment rule. His good hand to hand statistics allow
him to great many enemy characters. I once gave him a
Strength potion and a pegasus, and charged Nagash. He
caused 6 wounds and routed the unlucky Necromancer off
the field! Rare, but possible.
I very often field all electors when fighting Undead.
Runefangs are just too good bargains to pass by. Wights and the
dreaded Wraiths die in droves when pitted against the nobles of
the Empire. High Leadership, low points cost value and 3 wounds
makes them vastly superior when compared to heroes.
Editor's Note: This section was written before Arcane Magic
came out. Arcane Magic changed the rules so that the magic items
such as the Dragon Bow, Talisman of Ulric are available to all
the Elector Counts. This may make you reconsider how you want to
use your Elector Counts, for example you may want to give Marius
the Talisman of Ulric to enhance his survivability.
- GENERAL NOTES:
- The Talisman of Ulric is one of the most useful items
around.
- WEAKNESSES:
- None. Just remember that he is only human, not a Vampire
Lord.
- USES:
- Because of the Talisman Boris is able to fight in hand to
hand quite effectively. The Runefang is powerful against
heavily armored foes and undead alike.
- GENERAL NOTES:
- Runefang and that about it. The model is very beautiful,
though.
- WEAKNESSES:
- No additional magical toys.
- USES:
- As a leader of a unit. Not as good in hand to hand as
some other counts.
- GENERAL NOTES:
- Runefang and the Dragonbow.
- WEAKNESSES:
- Nothing special.
- USES:
- A defensive player's choice. Dragon bow is very useful
thing especially against expensive enemies like Elves
with their low armor save and toughness. Dragonbow is
easily equal to most of the Empire War Machines.
- GENERAL NOTES:
- The famous frenzied count. 6+1+1 attacks make Marius one
of the best hand to hand characters of the Empire.
- WEAKNESSES:
- Sometimes his Frenzy makes Marius charge the wrong unit.
- USES:
- A slayer of cavalry without peer, and a bane of all ndead
armies Usince his frenzy makes him immune to psychology
and his Runefang chops Uup even mummies.
- GENERAL NOTES:
- A warrior sorcerer from Kislev. Her strength is bit too
low to use her deadly weapon.
- WEAKNESSES:
- Low toughness and magic level of only 3. She has to take
that 100 point sword. Once you field a Kislev unit, its
most cost effective to buy a level 4 Ice Mage instead of
the Tzarina.
- USES:
- As an additional mage. Ice Magic is very powerful, and
Bridge of Shadows/Bridge of Ice combination can dispirit
any opponent. Giving Tzarina a Strength potion gives her
a chance to use his weapon effectively for one turn.
In general, your greatest advantage over virtually any enemy
is your flexibility. You can choose any tactic while some armies
are restricted to attacking (Chaos and Skaven) or defending.
(Elves). I personally feel that the most important thing is to
have a plan and stick to it!.
Don't design units just for the hell of it, give each and
every one of them a definite mission! Draw your plan on a paper
so you remember what everybody is doing. It is far too easy to
forget one regiment in the army of the Empire where you usually
have a plenty of units.
As a last word, beware enemy characters! Your opponents
usually have vastly superior characters, especially in hand to
hand. Shoot them, cast spells at them, challenge them with
champions and equip your own characters with Deathswords,
Frostblades and Slayer Swords.
Here are few overall tactics for you to consider:
You can mass your close-combat troops together and attack the
enemy regardless of casualties. Your numbers are probably high
enough to take on almost any army and absorbing the missile
casualties along the way. Don't try this against Skaven, (Even
greater numbers), Chaos (they'll beat you up) or Orcs. (Just too
many of them!) Units to use in this tactic are the fast moving
and hard hitting ones: Winged Lancers, Knightly orders, Ogres,
War Wagons, Steam Tanks and allies.
I am a defensive player and the army of the Empire gives any
general a very good chance to field a magnificent defensive army.
Just don't try to out shoot the High Elves! Those 50 point
repeater bolt throwers will be the end of you. Get as many
crossbows, cannons, Hellblaster Volley Guns, Hand gunners and
missile armed allies you can. Compose a few hard hitting units as
your aggressive reserve. Shoot the enemy while he advances, and
then charge him after you have weakened him enough. Get the
balance right! Use War Wagons, Steam Tanks and Flagellants as the
close combat troops. They are hardy enough against any troops.
Put your hard and fast units on one flank, and your slower
units on the other. Hang back with the slow units, break the
enemy on the other flank, and race to help the slower troops.
Caught between the Hammer and the Anvil, your local superiority
and greater numbers will win the day. The trick is to make the
fast troops tough enough. Lots of heroes, magic items, Battle
Banners and so on will break those enemy units if you are
determined enough. Even Chaos Knights can be killed, so shy away
from nobody!
The other half of your army should look ferocious and
numerically strong, but their main purpose is to have maximum
ranks and standard, and the advantage of the higher ground as
well. This does not mean that they should be shoddy: give them
all possible advantages. Regiments of halberders with a Crown of
Command can trap even a unit of Cold One riders until your
hard-hitters arrive, provided you have enough numbers.
HAIL THE EMPEROR!
SIGMAR IS RELYING ON YOU! DO NOT LET HIM AND
MANKIND DOWN!
Next part: High Elf Tactics.