Note: Add how to find replay folder.
C:\Users\*yourname*\AppData\Roaming\The Creative Assembly\Warhammer2\replays
Last edited (May 9th 2018) (there will be an overhaul after Tomb Kings drops) (currently working on High Elves)
This is a living document and is updated regularly. Check the table of content for the most recent changes and things that need to be added. Also I, The Gobbo King, do have a learning disability that affects my writing so any grammar help is always welcomed. If you have any thoughts please let me know. I’m writing this mostly by myself and it will take time for me to hit every topic and include pictures of sample formations and so on. I will try to keep this updated with every update, patch and DLC.
Hey, I’m the Gobbo King and here’s my guide to getting into multiplayer. This guide will give good suggestions if you’re new to Total War Warhammer, and give you things to think about if you’re a veteran of the series. However, you should use my advice to help make the suggested builds your own. Everyone plays differently and what works for me might not work for you. This is not a build guide. The builds are suggestions on where to start and to help you learn the faction’s strengths and weaknesses. You’ll need to think about how you play and learn and maybe you can add some builds to this guide.
If you want to have really competitive builds the best answer is to play in tournaments and make friends with the players you meet. You’ll play high level players and those players will find the weaknesses in your armies and might even give you new ideas.
Quick Battle and tournaments are different. Quick Battle rank isn’t always the same as ability. What works in quick battle won’t always work in tournaments. Tournaments have rules and restrictions making some armies invalid, so please be aware of the rules of any tournament when constructing an army.
If you have any grammer or format suggestions email me at email@example.com. If you disagree with some of my thought then post your ideas in the comment section where you found this guide so that we as a community can chat about it and I can make the updates.
Use CTRL-F and the codes below to quickly find the topic you are most interested in
General Information - GI0000
Army Building Tips - AB0000
Tactics - TC0000
Magic Guide - MG0000
(Builds are still being worked on. Check Back in a few days and see if the match you want has been updated)
Beastmen - BM0000
Bretonnia - BR0000
Dark Elves - DE0000
Dwarfs - DW0000
Greenskins - GS0000
High Elves - HE0000
Lizardmen - LM0000
Skaven - SK0000
The Empire - EM0000
Vampire Counts - VC0000
Warriors of Chaos - WC0000
Wood Elves - WE0000
Tomb Kings - TK0000
This guide was put together by:
Army Building Tips
These are general rules and tips for building an army. These are not set in stone rules but rather a general ideas to help beginners with building an army. I encourage you to only use this as a guideline and start building your own armies and tactics once you get more comfortable with the game.
These tips are for all around armies.
Spend about a ⅓ of your points on anti-large, ⅓ on anti-infantry and the other ⅓ on heroes and skirmishers.
(to be worked on) AP and non-AP units. ←- This is more Per faction based, For detailed AP and Non ap just refer to the builds section
Movement and MicroTips
Here are some videos on how to move your troops if you find the text difficult to follow.
Party Elite: https://www.youtube.com/watch?v=TAzA9FmP76U
The Gobbo King: https://www.youtube.com/watch?v=FNOqxNhKWdw
This section section assumes you know the basics of movement and how to give attack orders.
(Still in the works)
If you are taking artillery you need to check the map. Heavily wooded maps and maps with steep inclines (like Altar of Ultimate Darkness) are bad maps for artillery. Maps like Troll Country where the two sides start very close to each other are also bad maps to take Artillery.
Map Selection - in works
(maybe do a whole section on map selection? It matters quite a lot for vanguard, skirmishers, large units, aquatics, etc - Dahv, JDog - we’ll need to do a video no this - gobbo)
Winds of Magic
Rarely is it worth taking more than 2 or 3 spells. Your winds of magic are limited. When selecting your spells you need to think about what the goal of your spells are. You need to select a lore that will help your play style.
For example, Lore of Light magic with Empire is good if you’re using hand-gunners, but if you plan on getting your killing done with your demigryph knights, then maybe lore of shadows or life would be a better pick.
Also think about the match-up you’re playing. The Vampires have a lot of regenerating units which are weak to fire damage, so lore of fire is a could be a good choice against them. Armor debuffs like soulblight, wither and plague of rust are all strong choices against the Dwarfs.
In general try to keep your non-lord spell casters to 800 or less points without mounts.
(gobbo don’t forget to add picture of the icon -gobbo)
Guard mode keeps your units from pursuing enemy units and charging into combat. There are two main ways to use guard mode. The most common way is to put your missile units into guard mode. When your missile units are in guard they will continue to fire even if engaged in melee. The drawback is that if your opponent moves outside of the zone of fire your missiles units won’t pursue.
Melee units in guard mode won’t chase after enemy units. Guard mode can be useful for charging units because if the unit is in guard mode the charging unit won’t run off if the unit clips an enemy unit.
Foe-seeker is a cheap ability. The main advantage of this ability is its ability to keep you lord or hero fresh in a fight. As your lord/hero gets tired in a match the less effective they’ll be. See the vigor section for how vigor affects your units.
Units with regeneration will slowly heal over time. Each unit has a healing cap. The below images show how you know if a unit has reached its healing cap.
This ability is often cut because of its high cost (154) and most people forget about it. Deadly onslaught is best used vs single model target like heroes or monsters. With most Heroes deadly onslaught isn’t worth taking unless you have a way to get the hero onto high value targets.
Heroic Killing Blow
This ability is similar to deadly onslaught. Best when fighting single target models. Also best when used with characters that have a high armor piercing. With a high cost of 145, it can usually be cut to save costs.
Immune to Psychology
The character or unit is immune to the leadership debuff and effects of fear and terror
Stand Your Ground
Stand your ground adds a bonus to melee defense and leadership. The bonus for melee defense will make your units less likely to be hit in combat (see melee attack/defense section). The leadership is usually enough to hold a unit in place long enough to get support involved.
Encourage is a bonus that is always active. This ability does not stack. Encourage adds roughly 8 leadership in the AOE for heroes and lords, roughly 13 leadership from Special leadership units (IE Aspiring champions) if there is a leadership unit and a hero/lord in the same radius the units in the shared area receives the bigger bonus.
Hold the Line
The +100% Charge resistance is used for impact damage. Every model, when it charges, does impact damage. The larger the model the more damage that is dealt. This ability is usually cut because rarely is the lord or hero in the right location to provide the support. If you think you can have the lord in the right location and you think you’ll be facing off vs large models and chariots then this ability is worth thinking about.
(future video on these in the works)
The wolf pack tactic is when you pick at your opponent by attacking from multiple angles. This tactic only works if you have the mobility advantage. The tactic is basically this: bait out one or more enemy units. When the enemy takes the bait you swarm the baited unit or attack the back lines through the gaps opened up.
This is when you use fast ranged units to either slow your opponent's approach or to pull units out of position. By slowing your opponent's advance you give more time for your artillery pieces to open fire or to adjust your army to counter their positioning.
By kiting off a unit you can pull higher valued units away from fights that the high value unit is needed in.
Most players will get frustrated and make errors. It takes some practice but you’ll get it.
This is a very micro-intensive strategy to pull off without errors.
Most cavalry units do their killing in the first 10 seconds or so in combat. Charges are most effective when fighting units that aren’t braced. Units are not considered braced when: already in combat, moving or facing the other direction.
In the late game try to focus on weak units. This will usually cause the unit to break. Save the healthiest units to the end because you risk taking damage when pulling out.
Stopping the Cycle Charge
Any time you’re facing a faction that can field large monsters or heavy cavalry you need to think about how to stop the cycle charge. It’s part of the game. If you have spells or abilities that slow down units, like the Rune of Wrath and Ruin, you’ll want to use the spell (if possible) right before the charge to reduce the unit’s ability to pull away and recharge.
You should (if possible) try and brace or not be moving when the unit charges. Cycle charging does well vs units when few models are left in the unit. If you find yourself being cycle charged in the late game try to use your largest remaining unit to absorb the charge. This will cause the cycle charging unit to take damage when pulling out.
Shielding is when you use cheaper units to absorb missile fire to protect your more important units. For example if facing Dark Elves as Chaos you can use your warhounds to chase off Dark Riders with Crossbows. You could also use goblins to take the initial charge or fire to protect your orcs.
Deploy your foot skirmishers and artillery with adequate spacing between them. If your opponent breaks through to your back line, your other skirmishers can turn and fire on the penetrating unit. It helps to create multiple, overlapping lines of fire so you can continuously apply missile pressure wherever your opponent goes. Getting shot in the back applies similar leadership penalties to being attacked in the back, so overlapping lines of fire can quickly rout units that break through too far. Spreading out your missile units also means your opponent will have to split up to deal with them, leaving the others free to fire.
Game Mechanics (Game Mechanics Provided by oO JdogJ Oo)
There are a lot of good youtubers out there that cover these topics in videos. If this section is too long by all means go and watch their videos to help you get a better understanding on how the game works.
Charging: Charging is the mechanic of when a unit is told to attack another unit when they are in very close proximity they gain a increase in speed and a damage bonus (based on charge bonus) on the first hit of each model for around 3-6 seconds.
Impact damage: Impact damage isn’t shown anywhere in the game, but is applied whenever two units collide. The amount of damage depends on the speed and mass of a unit. Units with very high mass like monsters do more impact damage when they charge than low mass units like regular human infantry. You can never know exact numbers but a rough estimate can be made by simply observing the effects of a charge. Impact damage is always 70% armor piercing and 30% regular. Impact damage is one of the main reasons why Chariots are so effective when charging infantry but are rather ineffective when stuck in melee combat. For best effect and highest impact damage, allow a high mass unit time to speed up and hit a low mass unit. Impact damage is applied in addition to charge damage. Bracing and deeper ranks help mitigate some of the impact damage.
Shields: Shields are generally classed as a Unit Variant (IE Saurus Warriors and Saurus Warrior w/Shields). Shields provide a slight melee defence increase (usually 4-6) over the unshielded version. Shields also deflect some damage from ranged attacks Both armour piercing and normal against the unit, although only ranged attacks from the front of the unit.(Bronze shields are 30 - 35% deflected, Silver is 55%). (Swordmasters have an ability Called ‘Deflect Shots’ that works as a 20% shield)
Fear: Frightens all enemy units in a small area nearby, reducing leadership of all enemies in that small AOE (roughly - 8 leadership) . Units that cause fear are also immune to it.
Terror: Terror causes units with low leadership (IE damaged units or cheap units) to rout in terror from the unit causing it for a short duration. All units that cause terror are immune to its effects.
How armor works: Armor protects the unit by reducing non armour piercing damage. The higher the armor value the better it protects. Whenever a unit is attacked, non armour piercing damage it receives can be mitigated by a percentile value which is a random number between armour value and half of its value.
For example, a unit which has a 60 armor value will ignore between 30% and 60% of all incoming non armor piercing damage, while a unit with a 100 armor value will stop between 50% and a 100% of all non armor piercing damage. A unit with armor value of 200 would effectively ignore all non armour piercing damage.
Armour piercing damage is always applied in full, regardless of armour value.
Resistance: Physical resistance is reduced damage applied by all units which magical (Weapon damage and armour piercing Missile resistance is reduced damage caused by Missile projectiles, whether they are regular, magical, or armor piercing, (IE arrows, Bullets Axes ETC. Note - it also protects from spells that are classified as magic missile), Magic resistance reduces damage that is applied by magical weapons or spells, and Ward Save is a All round damage resistance.
Anti-large bonus is a bonus applied to both Melee Attack and Weapon Strength (damage) if the unit that has it is fighting something Large. Large units include cavalry and monsters, and it is shown on every unit card. Units that have anti large are usually spear and halberd wielding units. Their Melee Attack value is usually smaller than that of sword wielding counterparts, so they are less effective fighting other infantry. When fighting units classified as Large, the bonus is applied to their Melee Attack value, making them much stronger in those situations.
Units have different Anti-large bonus, which can be seen by hovering mouse cursor on the Anti-large icon on the unit card. The bonus Weapon Strength (damage) is applied in the same non armor piercing and armor piercing ratio as regular Weapon Strength. So if a unit with anti-Large bonus of 10, that has 30 Weapon Strength, 20 of it armor piercing and 10 regular, the bonus damage will be applied in the same ratio, IE 6.6 will be armor piercing and 3.3 regular.
Anti-infantry bonus works in the exact same way anti-large bonus does, but applies on units classified as infantry.
Charge Defense vs Large/All:
Charge Defense vs Large is an ability usually given to units which main task is to combat large units, like cavalry and monsters It allows those units to negate the charge bonus of incoming large units in full. For it to be applied, the unit that is being charged has to be standing still (not moving at all) and to be facing the charging unit. If both of those conditions are met, the unit is considered braced and the charge bonus is completely negated. It is applied only on large units, so it has no effect if the unit that has the ability is being charged by infantry.
Charge Defense vs All is an ability of some units (usually elite) to negate the charge bonus of both large and small units. Same conditions apply as in the previous case, ie the unit has to be stationary and facing the charging unit.
Note that even units with Charge Defense suffer some impact damage, but lower amount than they would if they were not braced.
Fatigue: All the information was taken from this link: https://totalwarwarhammer.gamepedia.com/Fatigue.
PartyElite also did a pretty good video on the topic here. Video
As units take actions such as shooting, walking or fighting their fatigue level will increase. As your unit becomes more fatigued more debuffs start to apply to your unit. In the late game the difference between an exhausted unit and a fresh unit will make a huge impact. Keeping your units as fresh as possible will help you keep the initiative. Units like Grail Knights and Centigors with their ability to ignore the effects of fatigue in the late game become more effective because enemy units will be weakened.
I personal think tier lists are silly. If you’re playing quick battle then play for fun. Don’t worry about what factions are considered better, but I know that many people like Tier Lists so here are some Tier Lists with the player who suggested it.
The Gobbo King - T1: Skaven, Dark Elves, High Elves, Lizardmen and Beastmen
T2: Greenskins, Dwarfs, Wood Elves, Vampire Counts
T3: Warriors of Chaos(without ROR), Bretonnia, Empire
Turin - T1: Beastmen, Dark Elves, Lizardmen
T2: Skaven, Wood Elves, High Elves
T3: Vampires Counts, Greenskins, Warriors of Chaos
T4: Empire, Dwarfs
Haggard Tier: Bretonnia.
Ladder ranking doesn’t really mean much in total war. It’s nice to see yourself as high level but it doesn’t really matter. CA doesn’t reset the ladder so if you just started it’s unlikely you’ll ever break the top 50 just because of the sheer number of games the top players have played. If you want to really see where you stand in level of competition then you should play in tournaments. Here is the discord link to the group I’m with but remember this isn’t my discord and please be polite because this is volunteer run and is not supported by CA.
This section covers some general army formations. This section will refer to the below image.
When setting up your units you’ll want to keep your melee units in the maximum width as possible (see unit with black box) and with missiles units you’ll usually want to be more boxy ( see light orange). The reasoning for this are. When a unit is wider the unit is able to get more units into contact with the enemy. Two identical units fighting and one unit is wider than the other, the wider unit will win the fight.
With missile units sometimes it’s better to be in a boxy formation. Being in a boxy formation allows the missile units to turn and shoot faster. Being in boxy formation does make the unit more susceptible to missile fire. It’s a trade off and you’ll have to make that call on your own.
The red box shows an example of a staggered or checkerboard pattern. For this army the Miners with Blasting Charges are slightly behind the Longbeards. The Miners are behind the front line so the Miners can throw their blasting charges even longer. Staggered formations like the one is the red is also useful if you think your opponent is going to use large directed spells like Winds of Death. The staggered formation also allows units to switch positions
Usually it’s best to have your formation slightly ahead of your artillery (orange box). The reasoning behind this is that if you artillery is directly on top of your formation your units will block the line of sight of your artillery.
In the light orange box you can see the two Thunderers. The units are spaced out so that one Zombie Summon or a Chariot can’t hit two units at once. Having some space between your ranged units can be helpful in avoiding having one enemy units shutting down two of your ranged units.
See the below picture for the references (Chaos Warriors Picture).
Here in the red box you can see the Chaos Marauders. Having a cheap unit with shields ahead of your more valuable units will help draw enemy fire. You can use a unit or two ahead of your formation to push off skrimikers to protect your more valuable troops.
The Chaos Warriors with Great Weapons (in the orange box) is in the straight line. You’ll want to use a straight if you feel like your force can beat the other army’s front line. The two units of Forsaken on the wings (blue) are for flanking. If you want to use a fast unit for a flanking attack keep that unit slightly away from the front. You don’t want them too far away from your front line or you risk getting isolated.
In the white box you can see the anti-large and support units. Slower units like the Chaos Warriors with Halberds should be in the middle of your army. Being in the middle allows the slower unit to go into positions that the support unit is needed. The Shaggoths are on the rear flanks because their higher speed will allow them to get across a unit’s formation if needed.
The Faction Guides provide a little bit of insight into each match up for a faction. Each section start off with a discussion about the faction, how the faction plays, strengths and weaknesses and some information about units of note. After the general information the guides will talk about how the given faction matches up against all the other factions. The vs section talks about what units to watch out for and some general tactics used against the faction being covered.
There are sample builds but with any build you shouldn’t just copy paste. You should look at the build see what is discussed about the build and try out your own. The Sample builds are just a starter for people getting into Warhammer. I do not recommend you blindly follow someone else’s builds. Everyone plays different and every match is different.
“The Beastmen are the true Children of Chaos. Grotesque hybrids of fierce animal and primitive human, these horned and stinking warrior-beasts infest the blighted forests that cover the Old World. Their savage tribes explode from the depths of the haunted woods to wage bitter war against the civilised races. So profound is the Beastmen’s hatred of order and reason that they seek to drag the world kicking and screaming into a barbaric and primal age.”
I’m waiting on the Tombking patch before providing armies but Jdogj has provided one. I might up a few up but be aware that changes might happen..
The Beastmen’s main strength is their speed. The Beastmen, as a whole, are faster than all the other factions. This allows you to overrun skirmishers and artillery before shots get fired. The speed is also important because this allows the beastmen player to choose the engagements. They have the best anti-large monstrous infantry in the game with Minotaurs with Great Weapons. If you can get the right engagement for them they will make their money's worth and more.
Things to consider as Beastmen
BM Vs Bretonnia
When facing Bretonnia you’ll have the infantry advantage. Bretonnia’s general tactic to winning this engagement is to cycle charge your units. Flying lords with terror will also cause problems. A few ways to deal with this is to use lore of shadows and miasma to slow flying units when they land so you can punish them. Gorebull is a decent choice at hunting flyers. Minotaurs with Great Weapons do a great job at hunting knights
Lore of Death is also a good option because the green knight and the expensive cavalry can cause a lot of difficulties for beastmen.
BM Vs Dark Elves
Dark Elves have a lot of difficulties vs Beastmen. Dark Elves don’t have cheap options for taking down Cygors. Centigors with Throwing Axes should be considered because lords on black dragons are a common pick vs Beastmen. 2 or 3 units of Bestigors should be thought about.
The Lore of Death and the Lore of the Wild are the 2 lores of magic I would recommend. Lore of Death helps deal with Black Guard of Naggarond. Lore of the Wild keeps your vigor up, does direct damage, and is currently very popular for summoning Cygors
BM Vs Dwarfs
In general Dwarf players will box up vs beastmen. Most Dwarf front lines will be difficult for Beastmen to beat. I would recommend spliting up your force into 2 or 3 parts. This would force the Dwarf player to split their fire up and allow you to advance with minimum fire.
I would also recommend 1 or 2 units of Harpies to deal with Gyrocopters. If no Gyrocopters then focus on ranged units. Dwarf players will use their Thanes to pin your chariots or monsters that get out of position for their slayers and ranged units to focus on.
In the current meta/patch, builds that are heavy on Cygors (bringing one or two, summoning one or two more via Malagor the Dark Omen) are the popular anti-dwarf option.
BM Vs Greenskins
Most Greenskin players will use Azhag vs Beastmen. Boar boys aren’t much of a threat to Beastmen. Centigors will make quick work of them. However, you might have to be somewhat vary of Greenskin skirmish cav as Centigors have low armor/no shields. Greenskins players will focus on your large units with Goblin/Orc arrows boys and big ‘uns. You’ll need to focus on bring down the arrows and try to tie up the Big‘uns with units like Bestigors.
BM Vs High Elves
High Elves are one of the few armies that can match the Beastmen’s speed. Most High Elf players will bring Lothern Sea Guard, dragons, and Dragon Princes. Dragon Princes are a high threat without magical support, due to their armor and physical resistance. Lore of shadows utilizing Enfeebling Foe and Mindrazor is often the best counter. The other option is to pin down the Dragon Princes and swarm them.
Dragons are best kept at bay with Centigors with Throwing Axes or Great Weapons. Poison Warhounds are something to think about. They are faster than anything in the High Elf list and can prevent flyers from taking off.
BM Vs Lizardmen
Dinosaurs are an easy take down for Beastmen. Lore of Shadows and Minotaurs, Centigors and Gorebulls are the way to go. The biggest threat to the Beastmen are Skinks. Skinks are cheap and underrated. Lizardmen players will try to bog down your units like Centigors and Minotaurs and pick away at them with Skinks. One good answer is Warhounds. Warhounds can chase down skinks. 1 unit of Ungor Raiders can push Terradons back.
BM Vs Skaven
The biggest threats from the Skaven are the Doomwheel, the Plague Furnace, and Skaven skirmishers (primarily Gutter Runners w/ poison).
The speed of the Beastmen will allow you to cross the distance (depending on the map) before the artillery can get too much damage done. Harpies and Warhounds can be fielded to swarm ranged units before too much work can be done. Warhounds and Centigors can chase down most Skaven skirmishers, but due to the combination of poison and snare nets are not fast enough to catch Gutter Runners with poison (if the poison is applied).. Centigors and Minotaurs can work down Doomwheels and Plague Furnaces. The danger is getting stuck in the front line fight while the Doomwheel or Plague Furnace sneaks off.
Gor Herds with their high damage take down fodder quickly. Ungor Raiders and spears do well vs Rat Ogres which you will see a lot of at the high level of play currently.
Razorgor Chariots also do well at cutting through the skaven infantry. The big risk there is that Rat Ogres can pin the chariot in place.
BM Vs The Empire
The Empire struggle vs the frontline of the Beastmen. 1 or 2 units of Bestigors plus Gor Herds is usually enough to take any Empire front line. The Empire need to use cavalry and ranged to win this fight. The quicker you can shut down the Empire mobility the quicker you can win this fight. Most empire players will bring Boris Todbringer vs the Beastmen. Spears and Centigors with Great Weapons is enough to take down Empire cavalry.
One thing to watch out for is commiting to the fight before all your units are in position. You’ll need to have all your units ready before you engaged else the Empire player will be able to pick apart your lightly armored units.
Also be aware that good Empire players like to isolate units using nets, and then focus down the now-vulnerable units with either cavalry charges or ranged fire.
BM Vs Vampire Counts
Vampires cause a lot of problems for Beastmen. Vampires have so many fear causing units that it’s difficult for the Beastmen to keep their morale up. Lore of death is almost a must vs Vampires. The Vampires have access to ethereal units which causes Beastmen difficulties.
Beastmen also need Ungor Raiders or Centigors with Throwing Axes to focus on lords or Mortis Engines.
Vampires tend to fight in a blobs. Don’t get pulled into this fight. You’ll want to keep 1 or 2 units of Gor Herds in the 2nd line to force off Zombies in a hurry. Vampire Counts only have 2 real options for dealing with large units: Blood Knights and Terrorgheists. You’ll need to plan for facing 2-3 of these units.
BM Vs Warriors of Chaos
Chaos tends to bring 2 lists vs Beastmen: Shaggoth and Marauder. The Shaggoth build works by focusing down your Gorebulls, heroes and Centigors. The Marauder build is a wider build assuming that the Beastmen have taken mostly Bestigors or Minotaurs.
This rivalry is a straightforward one - both sides just clash and the general with the better matchups will win. Use your speed to get the Chaos Warriors with Great Weapons on units like Centigors with Great Weapons or Minotaurs. Most Chaos players will bring Kholek so it might be worth thinking about taking Lore of Shadows to debuff and slow Kholek to let your anti-large bring him down. Double Mino w/GW is usually enough to deal with most Chaos builds’ large options
BM Vs Wood Elves
Personally I think that the Wood Elf match is the hardest for Beastmen. Wood Elves have a lot of options. I think the best tactic is to go wide. Leave the Minotaurs at home. You’ll need two or more units of Bestigors to stop the dryads and wardancers. I also think 2 units of Ungor Raiders are worth taking.
The biggest threat are the Wild Riders. The speed of the Wood Elves is dangerous because a clever Wood Elf player will pull you out of position and get some free kills. To engage the Wild Riders try to encircle them else the they will pick apart your Centigors. Perhaps vanguard deploy some Ungor Herd and try to get them into the skirmishers. The Wild Riders will have to deal with them, allowing you to get a better engagement with the Centigors as they are tied up. The Ungor will rout quickly due to fear on the Wild Riders, but their expendable trait means that the Centigors won’t also rout.
Dragons and Hawk Riders also cause problems but both have fairly low armor so your Ungor Raiders will do decent.
Build (provided by oO JdogJ Oo):
Lord: Malagor (something wicked comes this way, Unholy power, Arcane Conduit, Bray-Scream, Savage Dominion and Icon of Vilification)
Army: 2 Ungor herd Spearmen, 2 Gor herd, 4 Bestigors, 1 Ungor Raider, Centigor w/GW and 2 Minotaurs w/GW
Theory: This is a basic Anti large/Anti Armour build i like to use (o0 JdogJ 0o). It has mobility of the Centigors, Long range control/contest with the Savage Dominion spell, minor air/range protection in the Ungor Raider archer, Spears can be used either as a expendable frontline as a Anvil or can be used to aid the Minos with Large units, Minotaurs with Great weapons are perfect for fighting Large units that are also highly armoured and Single model Large units too. This Build is perfect for fighting High armoured Large factions such as Lizardmen and Chaos. Once you understand the build its really easy to tinker with to make your own personal changes/preferences to.
In Battle: So when you deploy, you want to make 4 lines, spears in the front, Gor herd behind them, bestigors in the 3rd line and the minos in the back with the archers in one of the gaps between the lines, With the Centigors you will want to deploy them in hidden areas behind or to the flank of your enemies, they do not suffer from fighting in forests so have an edge against most cav in trees.
Your First move is to get the Cygor Summoned so that as you move towards the enemy you have some long range cover, using the cygor to hit the most expensive infantry or most important infantry or Arty. You want to use your spears as a meatshield at first and use the gor herd to get onto any low armour units, then as the bestigors come in and you want to pull out the spears and let the bestigors deal with any infantry on the frontline, You also wanna keep Malagor just behind the frontline to give the leadership bonus from his Encourage and Icon of Vilification. You want to keep your minos out of combat and use them to mirror any Large units or Cav units in order to shut them down. Due to the way minos work i find waiting till the large units engage into other units the best time to engage with the minos, although open engagements are fine too.
When you have enough Winds of Magic you will want to summon your 2nd cygor as soon as possible to keep up the long range pressure they give to hit backlines. Once you have used all your summons you can use the rest of your magic to Bray-Scream high armoured units. You want to use the archers to support your advance from air units and when the front lines are engaged to pepper backlines and low armoured units. You want to move your centigors to hit the back line once the frontlines are engaged, you can also use them to bait out large anti large monsters into your Minos. Implementing all these together will effectively dismantle Large and Armour based Factions like Obi-wan dismantled Anakin on the High Ground. It might take some practice but once you fully understand the build it will come a natural winner.
Waiting on the TombKing patch before providing armies. CUrrently my recommended armies would be take Grail Knights and fodder and hope for the best.
Things to consider
Bretonnia is a very one dimensional faction. All of bretonnia’s killing power is tied up in their Cavalry. Your infanty is the anvil to your cav’s hammer. Because all of your killing power is tied up with your cav you really need to understand how bracing works and because so much of your army is dependant on cycle charging your Bretonnian armies will be very dependant on your micro. You just can’t leave units in combat for too long.
Bret Vs Beastmen
This is a tough matchup for bretonnia. Bretonnia really need to cycle charge to win but with Centigors with great weapons costing less than knights of the realm this makes it difficult. I would recommend trying to soften up the Centigors or minotaurs with mounted yeomen or archers.
Bretonnia has no hope of winning the front line. You have two options here. 1 support the front line with your flyers. Rear charge with your flyers and then pull through (give movement orders) your own front line before the anti-large comes in.
Most beastmen players will take lore of death. This means units like grail knights will be the target of the spells meaning you need to think about lore of life for this match up if you take units like grail knights.
I think a flying lord is the best option because the beastmen don’t have any real way of dealing with King Leoun in the air.
Bret Vs Dark Elves
Dark Elves have all the right tools to face bretonnia. Cold one knights trade well vs bretonnian knights. Dark Shards pick apart the knights and black ark corsairs and witch elves will beat the bretonnian infantry quickly. Black guard will take apart your cav if left in combat for more than a few seconds.
As bretonnia you’ll have to tie up this units with your peasants and men at arms. 2 or 3 archers can be worth it to take down witch elves. Witch elves are the biggest threat because once a unit of knights rampage that unit is as good as gone.
Lore of heavens’ breath spell can make quick work of the witch elves and dark shards. Mounted yeomen are also something worth thinking about. The mounted archers can pick away at corsairs and witch elves and the regular mounted yeomen can tie up units to buy time for your heavy cavalry to pull out.
Bret Vs Dwarfs
This is also a difficult match up. I wish I had more to say but as the game currently stands you’re stuck cycle charging and hoping. The biggest threats are the slayers, thunderers, organ guns and runesmiths. If you get a chance to take out any of those units then take it.
Bret Vs Greenskins
When facing the Greenskins don’t be scared of charging into boar boys. Without support bretonnian heavy cav will win that fight. However be wary of being baited into a bad engagement and getting a foot of gork dropped on you.
Also mounted yeomen archers go a long way in this match up. Savage orc Big 'Uns is a common counter pick. If you can get your mounted yeomen archers on them at the start of the battle the big ‘ems will be picked aparted before they can do any damage. Also consider taking 1 unit of questing knights. Black Orc and spiders heavy armor can cause a lot of problems for your knights and questing knights bring much needed AP.
One of the biggest threats is the rusty arrowz. Rarely will you not see them. Having a unit of errant knights or mounted yeomen can go far if they shut down the rusty arrows.
Bret Vs High Elves
Taking flyers vs High Elves is dangerous. The Tempest will shut down your flyers to the point that it’s not worth taking flyers. This mean you’re stuck with cycle charging. I wish I could tell you more but it’s just a matter of tying up their inf and cycle charging.
Dragons can be easy targets for bretonnia. Grail knights will take down a star dragon without any real damage. Dragon Princes will lose to grail knights and guardians. The biggest threat are the phoenix guard. They should be the focus of your fire.
Peasant archers almost aren’t worth it. The High Elf archers will pick them apart before the archers can get into range of the high elves.
Bret Vs Lizardmen
This is the hardest match I think for bretonnia and the reason for this is that bretonnia has no good answer to canosuars, feral or as a mount. The only hope you’ll have is to use wolf pack tactics. Hit units and when the lizardmen comment to the attack, swing in your other units on a new spot and flee with the targeted unit.
Bret Vs Skaven
Most Skaven players will use their ranged units to do all the killing vs bretonnia. You’ll also see Skaven players try to use curse of the 13th spell to pin down your knights and get an easy kill.
As bretonnia I think you need to have some throw away units like mounted yeomen or knights errants to attack and hold down warp lightning cannons and poison wind globadiers. These units are almost a write off. It’s worth losing these units to save your better units from the likes of warp lightning cannons.
WIth your knight's you want to bounce back and forth between units. This is one of the few match ups the bretonnians can win the front line. I would recommend 1 or 2 units of battle pilgrims or foot squires.
Most Skaven players will also bring howling warp gale to pin down flyers. If you do bring flyers make sure to keep them apart to avoid losing 2 units.
Bret Vs The Empire
The empire matchup is pretty fun with bretonnia. Questing knights with the lore of life spell regrowth will beat demigryph knights with halberds. Battle pilgrims also do very well vs most empire infantry.
I would be careful about taking too many air units vs the Empire. Most empire players will use lore of light with nets to pin your knights and open fire with their ranged units. You’ll also see a few spearmen. Cannons will pick off your knights. I think 1 unit of foot squires might be worth taking. I would avoid taking the green knight. The silver bullets do too much damage and very few players will not take the silver bullets vs bretonnia.
Bret Vs Vampire Counts
Blood knights are a common counter vs Bretonnia. Remember that bretonnian knights are faster and immune to vigor. If you can get the blood knights to chase your knights around the battlefield you’ll win this.
The vampire player will generally try to pull you into a blob fight. Don’t let this happen. You need to be aware where the lord and necromancers are. You need to keep your knights out of spots that cause your knights to be bogged down. You’ll need to keep cycling around.
Also fire arrows are generally worth it vs vampires. That extra damage vs mortis engines, crypt horrors, and ghouls is worth it. Keep a unit of battle pilgrims back to pick off zombie summons and protect your archers.
The general counters are mannfred for the lore of death or the red duke to win the duel. Don’t get into a fight vs the Red duke with your lord. The red duke will win a 1v1 vs any bretonnian hero.
Bret Vs Warriors of Chaos
This matchup is a mix of the lizardmen and high elf match up. You’ll need to be wary of shaggoths and halberds. Most chaos players will go with forsaken, halberds, kholek and lore of death. You’ll need to use the same tactics you used with High elves and lizardmen to stop this. Questing knights will go farther in this match up than others. Also if you see chaos knights don’t let them get the charge.
Bret Vs Wood Elves
Vs wood elves you need to go wide. Wood elf players are going to brings spears. You need to try and use your archers or battle pilgrims to pull down the spears. Cheap cav like knights errants and knights of the realms are the way to go for cav. The knights are cheap enough that if you lose one you can recover.
I also think mounted yeomen archers are great. Wood elves have low armor across the board and a unit of yeoman archers can pick apart something like wildwood rangers before the rangers can engage.
“From the chill land of Naggaroth, the black-hearted Dark Elf legions come. Seeing the world as both prey and prize, they take what they want from whomsoever they please, leaving nothing but ravaged bodies and ruined cities in their wake.”
Dark Elves are what I would refer to as a tool kit faction. Dark Elves have tools for every problem. The Dark elves have the ability to field any kind of unit for any situation. Dark Elves have the ability to kite, stand and fight and field heavy cav. The dark elves real strength is that you can always play to the other player’s weakness. Hopefully this will get sorted out in the match ups
DE Vs Beastmen
The beastmen match up might be the hardest for Dark Elves. It’s hard really to say why this is but the beastmen just seem able to swarm the dark elves or focus the dark elf elite units with Cygors,Razorgore chariots or Minotaurs. Each player has their own take on this engagement but here are some thoughts for you to get started.
Beastmen are vulnerable to flying units. Black Dragons can do some good work vs Beastmen units like Bestigors. Harpies are good for picking off centigors or preventing Cygors from shooting.
Black Ark Corsairs with hand crossbows can focus down Minotaurs and Centigors and unlike Dark Shards can defend themselves vs Warhounds.
Without support Witch Elves and Corsairs will lose to Bestigors but with Morathi and spell Soulblight the Bestigors will fall apart.
The Death Hag on a caldron of blood causes terror and is good for breaking the Beastmen line.
DE Vs Bretonnia
Bretonnia relies on the charge. If you keep your formation tight. When the bretonnians charge you’ll want to get your Witch elves on the cav as soon as possible. This will allow your units like Darkshards, Black Guard and Cold One Knights to drag down the Bretonnian knights. Bretonnia’s infantry isn’t that good and you can usually just get away with dread swords and corsairs.
Bretonnia does hold the flying advantage over the dark elves.
DE Vs Dwarfs
Dwarfs have a very difficult time vs Dark Elves. Executioners will beat any Dwarf unit in a 1v1. The real killing power of the Dawi vs the Dark Elves is in their ranged units. When building and army to face the Dwarfs you need to think about how can you take down the Dwarfs. Also 1 or 2 units of Harpies will shutdown Gyrocopters.
DE Vs Greenskins
This is a difficult match up for the Greenskins. The main advantages that the Greenskins have over the Dark Elves is depth of army and skirmish cavalry. Chillwind from the Lore of Dark Magic does good damage to Goblin Archers. Don’t underestimate Goblin Archers. They can drag down your lord or monsters quickly.
Dark Riders is something you should think about. Dark Riders can push back Greenskin skirmish cav and pick off goblin Archers and only costing 450 it’s no big loss if you lose them.
DE Vs High Elves
Taking flyers is always dangerous vs High Elves. I would recommend staying on the ground in this fight. The Tempest spell and Star Dragons makes this a dangerous position for the Dark Elves, doesn’t mean you can’t take flyers just means it’s a dangerous pick.
The most dangerous units in the High Elf roster to Dark Elves are the dragons, Dragon Princes and chariots. When you build your army you need to think about how you will deal with these units. Currently Cold One Knights will lose to Dragon Princes. You need to have 2 or more units take down these dangerous units.
DE Vs Lizardmen
Lizardmen can be a dangerous match up for Dark elves. It really comes down to the army picks. I would recommend at least 2 units of Witch Elves. Getting the Witch Elves on the dinosaurs will allow your anti-large and ap missile units to drag down the dinos.
Most lizardmen will take skinks so think about Harpies or Dark Riders. You’ll have to play with it but Harpies can help vs Terradons or skirmishers. Your Dark Riders or Harpies are almost a write off. 2 units of Black Guard rarely don’t pay for themselves. Also be wary of flyers.
DE Vs Skaven
The Skaven fight has 2 main problems for the Dark Elves -he front line and the lords. The front line can be difficult for the Dark Elves because of Rat Ogres, Plague Furnaces and Doomwheels. Skaven have the ability to pin down your front line and swarm one of your flanks with the Rat Ogres. The Skaven have good arty and short range missile fire but don’t have much in the way of in between. Skaven also don’t have the mobility of cavalry.
Skaven units have low leadership which makes them vulnerable to rear charges and fear/terror. Most skaven players in the current meta will use Lord Skrolk to take down your lord with Liber Bubonicus.
DE Vs The Empire
In the current state of the game Empire has a lot of difficulties vs the Dark Elves. The Empire does have a ranged advantage over the Dark Elves. As the Dark Elf player you should think about ways of shutting down skirmishers. Outriders are also becoming popular so 1 or 2 Dark Riders should also be considered.
I recommend no taking flying units vs the empire. Most empire players will take Lore of Light and Handgunners to shoot down flying lords. Corsairs with hand crossbows are a decent choice because they can kite off any of the empire infantry and they can shoot over the front line into Handgunners.
DE Vs Vampire Counts
A lot of Vampire Counts players like to take flying goon squads. I would recommend taking a Dreadlord because of this. By having a cheap lord you won’t lose as much if the Vampire player decides to snipe your lord. With the Vampires’ ability to raise zombies I would keep my ranged units to Corsairs with hand crossbows or Dark Riders with crossbows. The Dark Riders have the ability to move around and pick at the Vampire lord. You do need to be careful not to let your range units blob up. If you blob up your ranged units 1 zombie summon will get both ranged units.
DE Vs Warriors of Chaos
Without the Regiments of Renown the Warriors of Chaos are fighting an uphill battle but still have tools to cause you problems. Forsaken will beat Corsairs and Witch Elves. You’ll need some heavily armored troops to plug in the gaps vs the Forsaken. Chaos Chariots and Knights also can cause a lot of problems for the Dark Elves. The Gorebeast chariots, if used correctly, will kill your infantry. Witch Elves and Cold One Knights can handle them if you are able to pin down the knights. Dragons also do well vs chariots.
Shaggoths/Kholek are also a common pick vs Dark Elves. If you opponent does take Shaggoths then you’ll need to keep your large model units near your black guard.
DE Vs Wood Elves
When playing against the Wood Elves I think you should go wide. Wood Elves have access to a lot of long range units. Most Wood Elf players are going to try and kite your troops. This is one of the few match ups I think a Reaper Bolt Thrower can be useful (if the map allows for it). The Bolt Thrower is the only option the Dark Elves have that can force the Wood Elves to advance.
Dreadspears and Corsairs with hand crossbows should make up the bulk of your army. You might also want to think about using a Dreadlord for this match up. Waywatchers, Deepwood Scouts and Glade Guard can pick off lords and high value units.
The Dawi people. The main obstacle you have as the Dawi is speed. Your opponents will always be faster than you and can pick all the engagements. As the dwarf player you will have access to the best ranged units in the game. I would be careful about falling into the trap of making a box and letting your opponent come to you. Personally I think you should advance onto your opponent. Rarely is boxing a good tactic for the Dawi in multiplayer.
One of the downsides to playing dwarfs is that you almost always have to take a thane and a runesmith. The Thane’s ability to pin units in place and the Runesmith’s ability to slow units make them top pick for almost every match up. The rune of oath and steel (+30 armor) usually isn’t worth it in multiplayer. Most players are going to take AP heavy armies vs dwarfs so you might as well save the points because the extra 30 armor won’t help.
Paid DLC UNITS
Belegar Ironhammer, Runelord, Rangers, Bugman’s Rangers, Bolt Thrower, All Regiments of Renown.
Notes and Thoughts About Dwarfs Units
Irondrakes (and Skolder Guard)
This unit is a lot of fun in campaign but is difficult to get to work in multiplayer. The difficulty comes from how Irondrakes shoot. Irondrakes require direct line of sight. Your own units tend to get in the way before any good shots can be taken.
These are the only mobility units the dwarfs have. Their high speed allows them to get away from most units. Gyrocopters have relatively low hit points when compared to similar unit and this makes Gyrocopters vulnerable to missile fire. Gyrocopters have very low melee defense and this low melee defense makes Gyrocopter susceptible to units like Fell Bats and Harpies.
Iron Breakers and Hammerers
Both of these units are good for their cost but suffer from being a big target. Expect your opponent to focus magic, artillery and armor piercing missiles on these units. Another trap a lot of new players fall into is focusing on just these units. Usually if you are going to bring one of these units stick with one or two else you risk not going wide enough with your army.
Grudge Throwers vs Cannon and Organ Gun
Grudge throwers do most of their damage as splash damage. This makes Grudge throwers do very well vs infantry. Grudge Throwers also lob their shots. This usually mean that Grudge Throwers don’t have to worry about trees, hills or cliffs.
Cannons and Organ Guns do direct fire. They don’t have the same damage vs infantry. Cannons and Organ Guns also have problems when units, trees and hills are in their direct line of fire.
Dawi Vs Beastmen
This used to be an auto win for Beastmen but with the changes with Mortal Empires the Dwarfs have some good options here. Gyrocopters are an option here but you need to have 2 ranged units to help support the Gyrocopters. Harpies will shut down the gyros. Bestigors and Minotaurs will give problems to the Dwarfs. 2 or 3 units of Rangers are always worth thinking about when facing Beastmen.
One thing to consider is if your opponent brings Cygors. Usually the best option is to advance but with the Dwarf’s speed the Cygor can cause some real problems for Dwarfs. Many opponents will try to pull your Dwarf forces apart with Cygors so that your units are isolated and easier to pick off. Cannons with a Runelord (with the items) can beat the Cygor in an artillery duel. This takes a long time but if you feel like the map will allow it then this is one consideration. Be careful of the Beastmen’s speed. Beastmen are a very fast faction and can get onto your artillery very quickly.
Most Beastmen players also like to bring a mix of Bestigors or Minotaurs vs the Dwarfs. Bestigors can be very dangerous. Units like Hammerers are able to beat Bestigors but rarely is a high value unit like Hammerers not the target of spells and Cygors. This can be fairly risky if your units are left in the open.
RuneLord: Forge Fire, Rune of Hearth and Home, Master Rune of Wrath and Ruin
RuneSmith: Forgefire, Rune of Wrath and Ruin, Hammer of Karak Drazh
Thane: Foe-seeker, Tormentor’s Sword
This is a sample army. Feel free to change it up as needed. If your opponent goes with a Cygore heavy build you’ll have to move the army up towards one of the Cygors and keep pressure.
Your front should be a mix of Longbeards with Great Weapons and Miners with Blasting Charges. Have the Miners slightly behind the Longbeards. This will buy more time for the miners to throw their blasting charges.
The left and right flanks should be the Longbeards (without great weapons). Their high melee defense will allow them to hold for a long time. If no pressure is coming from their flank feel free to push them up as needed.
The rangers should be behind the frontline and in between the Longbeards. Place the Bugsman rangers on the edges with the Rangers with Great Weapons in the middle. The back line should be the Slayers. The Slayers should react to Chariots, Minotaurs and Centigors in that order. Be careful not to let the Slayers fight Bestigors.
Bugsman’s rangers should focus on Centigors with throwing axes and minotaurs. The rangers with great weapons should focus on Chariots followed by any unit with high armor like Gorebulls and Bestigors. Leave the ranged units on guard mode. Also use Uthar’s Raiders ability (marked by Uthar) and focus fire with all 4 units to quickly bring down a large model.
Keep the Runelord on one flank and the Runesmith on the other. The Thane should be placed in the middle and shadow the movements of Chariots or Minotaurs. The Thane’s ability to pin should be matched with a unit of slayers to bring down any large models you feel are a threat.
Dawi Vs Bretonnia
With the current state of the game I think the dwarfs have the advantage. Two runesmiths are always to be considered. Longbeards can hold vs anything bretonnia can bring against you. Rangers with great weapons, thunderers, cannons and organ guns all do very well in this match up.
Bretonnia currently doesn’t have a lot of options vs the Dwarfs. You’ll typically see a mix of Foot Squires, Questing Knights and a Lore of Life Caster. The Questing Knights can do a lot of damage but suffer to Dwarfen ranged units and Runesmiths. Some Bretonnian players will also bring a lot of fodder to try and tie down your units. Bretonnia currently doesn’t have a lot of options vs the Dwarfs. Some Bretonnian players will bring artillery but currently Bretonnia has the worst artillery in the game and it rarely hits.
Ungrim: Deathblow, Foe-Seeker, Deadly Onslaught, Axe of Dargo
RuneSmith: Rune of Wrath and Ruin, Hammer of Karak Drazh
Thane: Foe-seeker, Tormentor’s Sword
The front line should be Longbeards with Great Weapon, Miners, 8-Peak Gate Guard, Miners, and Longbeards. The leadership buff from the Longbeards will help keep the miners in the fight.
The Irondrakes should be behind the front line and support the fight vs Questing Knights and Flyers. The Slayers should be in the back left and right of the formation. The Slayers and Thane should chase high value large models. The Thane can pin the enemy in place and allow the Slayers and Iron Drakes to swarm.
Ungrim should help fight large model units. The Runesmith should be used to weaken strong units as you see fit. The Gyrocopter is good for hunting units with a lot of figures in them or putting pressure on large models. If the Bretonnian player brings flyers try to bait the flyers near the Thane and pin the flyers in place and allow the Irondrakes to put in some work.
The Dwarf Warriors and Organ Gun should be in the back and apply pressure to any healthy armored units. The Dwarf Warriors can protect the Organ Gun as you move up the formation. You don’t want to leave the formation right on top of the Organ Gun because shots will be blocked by friendly units.
Dawi Vs Dark Elves
This might be the hardest fight for Dwarfs. The Dark Elf units just trade very well vs the dwarfs. I actually recommend going very wide with as many range units as possible. This does require a lot of concentration from the dwarf player. The top dangers are the executioners and Death Hag on the CoB. These need to be the top targets. Most Dark Elf players will bring Malekith on a cold one chariot.
The Executioners will beat almost every unit in the Dwarf army easily. The best way to bring down the Executioners is with range. If possible try to use your Runes of Wrath and Ruin to slow down the Executioners and use your AP missiles like Thunderers to weaken the Executioners before the fighting happens.
The AP missiles of the Dark Elves also cause problems. One way to deal with them is to use units like Dwarf Warriors who are shielded to push back the missile units. Most Dark Elf players like to use the Dark Shards with Shields to deal with the Dwarfen ranged units. The Death Hag on a Cauldron of blood is also a common pick. The Death Hag can cause a lot of damage and should be a top target for your ranged units.
Dwarf Lord: Foe-Seeker, Stand your ground
RuneSmith: Rune of Wrath and Ruin
Thane: Tormentor’s Sword
This is very difficult army to learn how to use but it can be a lot of if you do. Taking a straight up fight vs the Dark Elves can be very risky and you should try it out for yourself but this build can work well if the Dark Elf player takes an elite small army.
Vanguard the Miners up front with space between them for your range units to shoot between. The Rangers with Great Weapons should be behind the Miners’ center with the Rangers on the left and right flank. The Slayers, Thunderers and Heroes will have to deploy and rush up. The Cannon can usually be left alone. Most Dark Elf players will be so focused on all your ranged units that they will forget about the Cannon.
The idea of this build is to focus fire. Try to bring as much fire onto 1 unit as possible. You do have to watch out for units blocking line of sight. If possible try to kite off a unit to allow for flank/rear shots onto the Dark elf units. The Runesmith and Thane can help slow/pin units to allow your ranged units to do a lot of work.
It’s a difficult army to learn but when it works you’ll feel great.
Dawi Vs Greenskins
This can be a tricky match up for the Dwarfs. Just like when playing Beastmen you need to assume that Greenskins will vanguard behind you and will attack you from all sides. The biggest problem for Dwarfs is that what is good vs Black Orcs is bad vs goblins and the other way around. Because the goblins can stalk you need to consider taking Gyrocopters. The gyros will let you scout out and find the goblins that are hidden. Just don’t get caught by the goblin firing squad.
One of the best units for fighting Dwarfs are the Nasty Skulkers. The Nasty Skulkers trade very well vs all the Dwarfen units. The light armor of the Nasty Skulkers make them weak to ranged units. Once and while you’ll run into Rock Lobber builds. This builds are usually best handled by Gyrocopters.
High King: All abilities and Items
RuneSmith: Rune of Wrath and Ruin, Hammer of Karak Drazh
This army is made for a straight up fight. The Gyrocopter can struggle vs the goblin skirmishers.
The front line should be a mix of the the Longbeards with Great Weapons and Miners with Blasting Charges The back line should be protected by the Slayers with the Rangers with Great Weapons in the middle to provide fire on large models or heavily armored units like Black Orcs. The Dwarf Warriors and Longbeards should be protecting the left and right flanks. The Gyrocopters are for hunting Goblins. The bombs on the Gyrocopters can be used to support the front line.
The High King with his buffs should be able to help the front line fight. The Runesmith should focus on the most dangerous units with his abilities.
Dawi Vs High Elves
The High Elves tend to bring small armies vs the Dwarfs. Most High Elves will bring Dragons, Swordmasters, White Lions and or Chariots. The Swordmasters will beat the Dwarfen infantry but if you are able to pick them apart then they won’t be much of a problem. White Lions trade decently vs Dwarf Warriors and Longbeards with Great Weapons trade decently vs the White Lions. Rarely will High Elves bring units with shields other than calvary.
High Elf Chariots and Monsters are weak to the Dwarfen range. The biggest danger to the Dwarf range is not being supported. You’ll need to keep units like Slayers and Heroes near your ranged units to help protect them from being run over or pounced on by dragons and calvary. Rangers with Great Weapons can do very well in this fight because rarely will High Elves bring ranged units.
RuneLord: Forge Fire, Rune of Hearth and Home, Master Rune of Wrath and Ruin
RuneSmith: Rune of Wrath and Ruin
Your front line should be Miners, Dwarf Warriors, Miners, etc. Try to leave space between your units so that your ranged units can fire at the approaching Infantry. The Miners can be deployed ahead of the main formation to delay the advance of the High Elves.
The middle center should be the Rangers with Great Weapons. Their short range won’t allow them to support units on the edges. Place 2 Thunders on the center left and center right. Try to have enough space between all of your ranged units so that one chariot can’t hit two units. The Runlord/smiths should be in the middle providing slowing as needed.
The Slayers are in the back to intercept targets as needed.
The main idea of this army is to run and fire. If you are able to run away with a unit as your enemy approaches. The running away unit can then be supported by the other ranged units. This tactic takes some time to get used to but can be very rewarding.
Dawi Vs Lizardmen
The biggest thing to think about here is the the Lizardmen’s ability to heal. It’s difficult for dwarfs to finish off lizardmen characters and monsters because of this. You need to think about how you will stop the lizardmen from falling back and healing.
Also you need to think about Mazadamudi. His area of effect spells will cause a lot of problems for the dwarfs if you keep your army close together. The mass of the Stegadons can be a real problem for the Dwarfs. Without the support of Thanes, Stegadons will be able to run around without any problems. The mass of the Lizardmen dinos mean that the dinos can push through the front line of the Dwarfs and onto your ranged units. You’ll have to keep your ranged units spread out to avoid too much damage.
Most Lizardmen players will bring two units of Cold One Riders to provide some armor piercing mobility. You’ll need a few units in the back lines to help protect any ranged units from these.
The most common infantry front are just regular Saurus Warriors. Longbeards do alright vs these units.
Thane: Foe-Seeker and Tormentor Sword
Dawi Vs Skaven
Doom Wheels, Rat Ogres and Plague Furnaces are the biggest threats to the Dwarfs. Most Skaven players are going to throw slaves into your Dwarfen lines and swarm with their big units. This swarming tactic of throwing in slaves then rushing with the Skaven large units can break a Dwarfen line very quickly. If you are running into this problem on multiplayer you’ll need to start thinking of ways stopping the attack before it reaches you.
Skaven’s ability to summon rats is also a problem for the Dwarf back line. You’ll need to think about some units to keep in the back line to protect your ranged units.
One of the most common units fielded vs the Dwarfs are the Deathrunners. A lot of Skaven players like to mix Deathrunners in with non-armor piercing units like Clan Rats. This can be a very dangerous combination. If you do see Deathrunners try to get Blasting Charges or ranged units on them as quickly as possible.
Build provided by Shetland Apache
Runelord: anvil, the magic resist, rune of wrath and ruin, and the missile resist
Thane: Tormentor’s Sword
This build uses the Slayers to do most of it’s killing. The front line is a mix of Miners with Blasting Charges and Dwarf Warriors. The Grumbling Guard behind the front line and able to move into position as needed. The Slayers are on the flanks with the Dragon Back Slayers and Thane in the center rear. The Dragonback Slayers and Thane move together as a unit hunting units like Doomwheels.
The Runelord should be in the center with the Gyrocopters. The Cannons are used to put pressure on Large units like Doomwheels, Artillery, Screaming Bells and Rat Ogres in that order. The Cannons should fire as a unit meaning that both Cannons should be targeting the same target.
The Slayers need to avoid Stormvermin.
The Runelord is to be used to slow down Gutter Runners so the Slayers can catch them or to weaken units like Stormvermin
Dawi Vs The Empire
This is generally an easy match up for Dwarfs. Dwarf Warriors and Longbeards trade very well vs The Empire. Most Empire players are going to use a mix of Greatswords, Handgunners, Knights and artillery to win this fight.
Greatswords trade below their weight class vs the Dwarfs. This means that Greatswords will trade poorly vs similiar Dwarfen units. Most empire players won’t bring shielded infantry vs the Dwarfs because the shield Empire units don’t do AP damage.
The Handgunners can do a lot of damage vs the Dwarfs but trade poorly vs Dwarfen ranged units. Other than Slayers, Handgunners can out run the Dwarfen infantry. These units are best taken down by ranged units like Rangers. Handgunners have low hit point pools and will quickly fall to ranged units.
Demigryph Knights with Lances (Demis) and Reiksguard are the two most common picks vs the Dwarfs. Both units can do a lot of damage on the charge to Dwarf units. The Knights do suffer greatly to Runes of Wrath and Ruin. Most Empire players will focus on your Thanes to try and keep their Knights alive. Lore of Life is also very common for Empire players to take in this matchup.
Also expect a flying lord. It’s pretty common.
Runesmiths: Runes of Wrath and Ruin
Place the two ranges slightly ahead of your formation. They have salk and will be safe. Their main job is to hunt Outriders and Handgunners. The front line should be the Dwarf Warriors with Great Weapons with some space between for your thunderers to shoot if needed. Place the Thunderers behind the Dwarf Warriors with GW to provide support as needed. The Miners should be in the back middle with the flanks being guarded by the Slayers.
The two artillery pieces should be in the back left and right flank. Keep a unit of Dwarf Warriors on the artillery crew to protect the artillery from calvary. The Gob-Lobber will do well vs artillery and infantry. The Cannon will do ok vs artillery and well vs units like Knights. Try to weaken units and not kill. Once a unit is at 50% health switch to a different unit.
Dawi Vs Vampire Counts
The Vampires struggle vs the Dwarfs but there are a few units you need to watch out for. The Mortis Engine/Claw of Nagash can give the Dwarfs a difficult time. This is because the only real answer Dwarfs have are their ranged units which can be shut down by Zombie summons. The high mass of the Mortis Engine allows the Mortis Engine to runaway from combat.
Most Vampire Counts players will bring Grave Guard with Great Weapons. The Grave Guard with Great Weapons do alright vs the Dwarfs but have lower stats than that of Longbeards. The danger is that the Grave Guard can be healed and this opens up your units to rear charges.
The other common tactic for Vampire Count Players is to pin your units with units like Skeletons and use monsters or calvary to run rear charges. Dwarfs don’t have a lot of units that can quickly kill fodder units.
Bugsmen’s Rangers are almost a must in this fight. Bugsmen’s Rangers are able to fight off zombie summons and their range can bring down most Vampire large units easily.
Most Vampire players are going to use Grave Guard with Great Weapons, Vargulfs or Black Knights with Lances for their killing
Dwarf Lord: all abilities
Thane: Foe-Seeker and Tormentor Sword
RuneSmith: ForgeFire, Rune of Wrath and Ruin, Hammer of Karak Drazh
The Line should be a mix of the Long Beards with Great Weapons and a Dwarf Warrior and the Warriors of Dragon Fire pass. Try to Checkerboard your line to avoid having a Winds of Death from taking out most of your front. (happens to us all. After the 1st time you’ll avoid it in the future).
The center should be the Rangers with enough space between them so that a Zombie summon doesn’t hit 2 units. Leave your rangers in guard mode as they will keep firing when engaged in melee with guard mode enabled. The Slayers, Miner and Warriors should be placed in the back to help protect the back line. The Heroes can be placed as needed.
Try to focus fire all your Rangers onto the same target. The Rangers will make quick work of the large monsters of the Vampire Counts.
Dawi Vs Warriors of Chaos
This can be a tough matchup for the Dwarfs. Most Chaos players will bring the Sarthorael the Everwatcher because he has 70% res to missiles. If you do see a giant bird on the other side don’t waste your shots on the demon. Gorebeast chariots are the highest threat. You should shadow the chariots with your thane and slayers and try to pin them as soon as possible.
Rangers with great weapons will take apart Chariots. It should also be noted that Chaos Warriors with Great Weapons trade well vs most Dwarf units. Many Chaos players will try 1 of 2 tactics to deal with your Slayers. They will either send forsaken around to pick them off or the Chaos player will try to use Chaos Marauders to pick off your Slayers.
The Hellcannon is also a big threat to the Dwarfs. High level players will manually aim the Hellcannon at units like the Grumbling Guard or Hammerers. A manually aimed Hellcannon will pick off any artillery piece. This is something to keep in mind when facing high level players.
Because of how many melee units Chaos brings rarely is more than 3 ranged units worth it (unless you are going for a kite Dwarf army).
Grombrindal: All Abilities no items.
Thane: Foe-Seeker and Tormentor Sword
RuneSmith: Rune of Wrath and Ruin, Hammer of Karak Drazh
The front line should be Hammers, Dwarf Warriors, Grumbling Guard, Warriors of Dragon Fire Pass, 8-peak Gate Guard (Hammers). Behind the front should be the 2 Thunderers with space between them so that 1 unit can’t pin both groups. The miners and in the center rear with the Slayers on the flanks. Place the characters in the center.
Grombrindal should help in the front line. His smoke bomb ability can be used to slow monsters and chariots or to weaken the melee defense of the Chaos Infantry to all the Hammers/8-peak to do some damage. The Thane and the Dragon Back Slayers should move as a group hunting Chariots or Monsters. Thunderers should provide fire support vs Large models that (note that the Everwatcher will ignore damage done by the Thunderers). The Runesmith should provide support as needed wither slowing down fast targets or debuffing the front line.
Dawi Vs Wood Elves
This is a hard match up for the Wood Elves. The Dwarfs have the range units that can deal with the Wood Elves. Bugsmen’s rangers are key here. The ability to regenerate and be shielded mean that the rangers can out trade any Wood Elf range unit. Rarely would I bring less than 4. This is also a good match up for a Flame Cannon or Grudge Thrower. Most Wood Elf players will bring a lot of ranged units and Flame Cannons and Grudge Throwers are great at picking off ranged units.
The low armor of Wood Elves means you should go heavy with shielded units.The biggest threat are way watchers and Wildwood Rangers. Wildwood Rangers should be the top target followed by wild riders. If possible use your Runesmiths to weaken Wild Riders.
Slayers are also an option here. There are two ways to use slayers: 1 is to hold next to your ranged units and wait for dragons to land or Wild Riders to attack or 2 chase after ranged units. 1 unit of longbeards are usually ok just in case the Wood Elf player takes a Treeman, Tree Kin or Durthu (which is rare).
The greenkins have so many units. I think Greenskins have more units than any other faction but many of the units have overlapping duties. This causes problems when trying to counter pick Greenskins because it’s difficult to predict what the Greenskins will bring.
The Greenskins have so many units that basically you have 3 armies: orcs, mixed and goblins. The orcs have the advantage of high charges which mean you need you hit hard in the 1st 10-15 seconds of a fight depending on how the units meet. The downside is that units like Boar Boyz rarely hit when not charging. Greenskins need to cycle charge (the cavalry more so than the infantry) or use the WAAAGH!, or lore of da big WAAAGH!. For their unit costs Orc units have very high weapon damage.
Goblins are fun and have some sneaky tactics. The goblins overall vanguard, stalk and poison. This makes them great for picking off units and supporting orc units. Goblins suffer greatly to heavy cav. You can use goblins to help support your orc line. Having a unit of Night Goblins mixed in with some Black Orcs and Orc Boy Big ‘ums can help out a lot. Their poison attacks can really weaken enemy units.
The biggest weakness to the Greenskins is their leadership. A lot of players are going to bring units that cause fear/terror or abilities that lower your leadership. There are a few ways to help ease this. First is try not to blob up. Taking the extra time to swing your unit around for a clear flank or rear attack can help. Usually the flank/rear attack will give your unit a winning combat bonus to leadership. Rushing two units in on each other could cause both units to suffer from losing combat debuffs and if one unit breaks then the other will too. Once you have two more more units breaking you’ll see the leadership of all nearby friendly units suffer. Goblin Big Bosses and the Broken Toof Mob give a bonus to leadership. This can help support areas where your general isn’t too be found.
The goblin firing squad (rusty arrows plus one or two missile units) is such a good combination that rarely should you not bring it. The armor reduction from the rusty arrows allows other missile units to picks apart enemy units so much that few units can take the pressure from the Greenskins for very long.
The same combination can be done with the Warlord’s Boyz. The Warlord’s Boyz reduce armor on any affected units which will allow your non-AP units like Savage Orcs to hit harder. The Greenskins have a very big roster and there are a lot of combinations out there for you to try. Experiment and see what you can come up with.
Paid DLC Units
Skarsnik, Night Goblin Warboss, Squig Herds, Night Goblin Squig Hoppers, Nasty Skulkers
Notes and Thoughts About Greenskin Units
GS Vs Beastmen
The Beastmen vs Greenskins is usually a quick match. Generally both sides hit and one side wins. The Beastmen cavalry is faster than the Greenskin cavalry. The lack of armor means that rarely are Boar Boyz and Boar Boy Big 'Ums are worth it vs Beastmen. The orc cavalry is made for hitting heavily armored targets and the Beastmen don’t have that many heavily armored units.
Goblin skirmish cavalry are good for picking away at the Centigors and Gor herds. You will have to keep your skirmishers closer to your lines than you normally would. The Beastmen Centigors and Warhounds can catch your goblins if you aren’t careful so try to not let your skirmishers wander too far away from supporting units. The goblins can put pressure on the low armored units of the Beastmen and if one of the Beastmen breaks put your Wolf Rider into melee mode and run them down..
A good mix of Goblin and orc units do every well vs Beastmen. A mix of Night Goblins and Black Orcs is usually enough to beat any Beastmen front but it really comes down to how the match up goes.
The Giant and Arachnarok Spider usually aren’t worth it because of the Beastmen anti-large. Both units can do a lot of damage and can take down large models but the Minotaurs with Great Weapons and Gor Bulls can do some real damage to them. If you do choose to bring one of these monsters you’ll want to think about having a unit of Orc Boy Big ‘ums with them to help spread the damage from the Beastmen and to help support the fight.
The lack of armor makes the goblin archers very dangerous to beastmen. Most beastmen are going to try to make up for this by rushing your archers with Centigors and Warhounds. You’ll need extra protection for your archers. You can also think about bringing some Orc Arrow Boyz which with their high hitpoints and melee stats will survive a little bit longer for help to arrive.
Try to keep 1 or 2 units of Orc Big 'Uns to plug in gaps caused by Centigors or Minotaurs.
Bestigors are a problem for Black orcs if they get there charge off always a smart move to throw fodder units at them to break their charges and mock them up till the Black Boyz Come
GS Vs Bretonnia
The rumor mill is that the Bretonnians as well as the other factions are getting an overhaul with the Tomb Kings drop. So this section will be rewritten once I get the patch updates.
Because of the green knight the Greenskins are forced to take Wuzzagh, Azhag or an orc shaman without one of these 3 units the Greenskins have no ability to stop the green knight. Bretonnia is going to try and cycle charge your units. You have a few options to stop this.
If you able to pin a unit of knights with a unit (like wolf riders) and swarm it. The goal of goblin units should be to pin knights to allow boar boys to charge and pull down the knights. 2 units of black orcs is usually enough to bring down any infanty that the bretonnians canfield.
You should be ready to fight 4 units of heavy cav.
GS Vs Dark Elves
This can be a really tricky match. The Dark Elves have all the right tools to beat Greenskins soundly and sometimes this match feels like a rock-paper-scissors game. You’ll have to be really careful in this match. Having some fast moving cavalry like Spider Riders or Wolf Riders are useful in pressuring the Dark Elves ranged units. The Spider Riders and/or Squig Hoppers with their higher mass and poison can help support the front line vs a Death Hag on a Cauldron of Blood or pin down a dragon to let your Boar Boy Big 'Ums or regular Big 'Ums get some work in.
This is a match up you can get away with a unit of Trolls but be aware that Troll leadership is really low so you don’t want your trolls next to any unit that will easily break because then it will cause a mass route. A safer option would be to use Squigs in the front line. These two monstrous units can do some very good armor piercing damage vs units like the Har Ganeth Executioners. If you overlap the 8-Peak Loonies and the monstrous units then stick that unit between two Black Orcs you can get away with it.
The Dark Elves have fairly short ranged missile units. This short range makes the Dark Elves vulnerable to missile fire from skirmish fire from missile cavalry. One option for you is to go with some missile cavalry and weaken the Dark Elves as they approach. You can even throw in a Hammer of Gork and punish the Dark Elves as they approach. Keep using your fast cheap light cavalry to delay the fight and work on the Dark Elves most dangerous units.
Squig Hoppers also do a great job vs the Dark Elf infantry. Try pairing up your missile cav with a unit of Squig Hoppers. Squig Hoppers are fast enough to run away from Cold One Knights and can do some damage vs the ground forces.
The Orc Warboss on a Wyvern is faster than any of the Dark Elves Fliers. Bringing a flying lore is an idea. The biggest threats to a flying lore is the AP missiles of the Dark Elves and getting caught on the ground.
As a side note Chariots always seem to do very well Dark Elves it’s risky but sometimes it pays off. An Orc Boar Chariot can do well but chariots are sometimes hard to learn. It’s a fun option and can pay off in this battle.
GS Vs Dwarfs
Sometimes I feel like this is an auto win for Greenskins but if you go in with that mindset you’re going to lose. A lot of Dwarf players like to set up camp and hide in the corner. If your deployment allows it don’t rush in. Greenskins have a lot of options for moving a boxed up army. If possible send your units wide and when you commit to the charge try to commit with everything in your army. The only real danger a boxed up Dwarf has is if you attack in small pieces.
Most of the time you’ll see the Gob-Lobber, Two or three ranged units and Miners with Blasting Charges. Try not to charge straight into this fight. One option to avoid taking a direct engagement is to bring units like the Warlord’s Boys and Nasty Skulkers you can avoid the Dwarven defense. The Warlord’s Boys and Nasty Nasty Skulkers will take down much more expensive Dwarven infantry.
Bringing two Rock Lobbers can also give the Dwarfs problems. The Rock Lobbers have an arching fire and can shoot over most Terrain. This means you can hide your Rock Lobbers from units like Cannons that use direct Fire. Try bring two Rock Lobbers and splitting the two lobbers. Place one of the left flank and one on the right flank.
You do need to be wary of Gyrocopters. Mogrubb's Mangy Marauders and a unit of Spider Riders Archers can chase the Gyrocopters around and do some good damage. The Rusty Arrows also do a great job vs the Gyrocopters. You’ll want to take down the Gyrocopters as fast as possible. The Gyrocopters can harass your units the whole game if you don’t and Gyrocopters can do a lot of damage to units like Nasty Skulkers.
There are a lot of ways you can take this engagement so experiment. Don’t let the Dawi see the same army twice.
High Elves tend to have a difficult time vs the Greenskins. The High Elves just can’t kill the Greenskin units fast enough usually. Other than the Swordmasters of Hoeth, none of the High Elves infantry can stand up to Black Orcs. Most High Elf players are going to try and deal with your Black Orcs with dragon which do pose a very big risk for your Black Orcs.
There are a few ways to deal with the dragons. One way to deal with dragon is to shadow the movements of the dragon. When the dragon lands send in Spider Riders or Squig Hoppers to poison the Dragon and slow it down. Send in the Boar Boy Big ‘ums or regular Orc Boy Big ‘ums to start doing damage. The poison will prevent the dragon from getting away from your anti-large. Goblin archers are also a way to deal with the Dragons. The goblin firing line can output a lot of damage onto a dragon. Wurrzag is also a good choice because of his ability to pin enemy units with ‘Effagee’ of da Git.
Another danger to the Greenskins are the High Elf ranged units. The High Elf Archers/Sea Guard can pick apart your goblins archers, boar boys and Big 'Uns. Try to swing units like Orc Boyz or goblins around to tie up or kill the missile units. Don’t be afraid to throw Goblin Wolf Riders into Lothern Sea Guard to protect more important units.
The Fist of Gork is needed to bring down Dragon Princes in a straight up fight. The physical resistance of the Dragon Princes and the high melee defense makes it difficult for your Boar Boy Big ‘ums to do any damage. In a straight up engagement the Dragon Princes will ride down your anti-large. Fist of Gork will give your anti-large the extra melee attack and need to hit. The spell also gives magical damage which will ignore the physical resistance.
A tactic that is also used is using the Goblin war boss and his tormentor sword as most HE players will drop down on the GS lord using the dragon so hitting with the sword and gooning him with the lord and a big boss will do the trick most of the time
Wurrzag: All abilites, Foot of Gork, Fists of Gork, Both Items
Place the Goblins in front of the army. Their job is to get shot.
The front line should be Black Orcs, Orc Boyz, Black Orcs, Orc Boyz, Black Orcs. Place the Orc Try to use the Orc Boyz on Spearmen and ranged units. The Goblins should be in the back behind the front line. The Orc Boy Big ‘ums are for helping support fights vs calvary or other large models. The Boar Boyz should be on the right and left flank to help fight vs the large models.
The Mangy Marauders are for chasing Dragons and other large models. Wuzzgah should be supporting fights. When he casts spell all your units will get a melee attack buff.
This matchup can be a little tricky. Most of the time you’ll need a good mix of units. The first unit you need to think about are the skinks. Spider Riders are good at picking off Skinks. Terradon Riders with Fire Bolas also cause problems for Greenskins. A unit of Wolf Riders or Spider Riders is nice to have to push off the Terradon Riders and if there are no Terradon Riders they can always be used to pick at Sauruses or chase down running units.
The next big danger are the Dinos. The Lizardmen have so many units that cause terror you’ll need to keep your leadership near the front line to avoid a mass route.
The Greenskins best anti-large units are their inf which is a problem with units with large mass. The dinos can push through your infantry. You’ll need some Boar Boyz to pin down the dinos so your archers and infantry can bring down the dinos.
For this match up you really need to take a look at the map. If the map is open then expect warp lightning cannons. If you don’t have cover then units like the arachnarok spider will get picked off before the spider can get into combat.
If you feel like the skaven player is going to bring ranged then you’ll need to need to bring wolf riders, the moon howlers or goblin chariots to shut down the skaven ranged units. If you feel like the skaven are going to go with a front line of plague censer bearers, plague monks and or rat ogres then you will need to try and pick at the skaven units before the main fight starts.
Goblin wolf chariots are a good pick in this match up because of the speed and range. If the skaven player goes for a ranged fight then put the chariots in melee mode attack the artillery, else use the ranged missiles to pick at rat ogres.
This can be a tough match for Greenskins so find a play style that suits you.
The Greenskins infantry out classes the empire infantry. Most Empire players are going to try and make up for this by using a knight heavy build, outriders or a lot of ranged units. Goblin wolf riders are good at picking off outriders and ranged units.
This match up is usually pretty straight forward. As long as the Greenskins account for knights, outriders and a flying lord you’ll be ok.
GS Vs Vampire Counts
Because of ethereal units you’ll be stuck using Azhag, Wuzzagh or an orc shaman. Greenskins have no real way of stopping ethereal units other than with lore of death or Fist of Gork.
The amount of fear and terror causing units make the Greenskin’s leadership suffer. Savage orcs and savage orc Big 'Uns are immune to fear and terror when their leadership is up. Giants can usually do ok in this matchup the only real threat to them are banshees and blood knights and spears. If you can keep a unit of orcs with the giant the giant should be fine.
Chaos players tend to take Kholek when facing Greenskins. Azhag is usually a good choice vs the Warriors of Chaos because Azhag on Skullmuncha is very fast. Azhag is very good at harassing enemy units. If the Dhaos player does bring Kholek you’ll have to play a bit of cat and mouse. You need to keep your lord away from Shaggoths and Kholek.
Chaos players also like to take Lore of Death vs Greenskins. Expect to have your Klack Orcs have Fate of Bjunna cast on them or have your lord be focused down with Spirit Leech.
Goblins missile units are good for focusing down the chaos large models. Choas only really has one option at chasing down units the goblin light cavalry and the option is the Warhounds. The Greenskin ‘eavy cavalry is very slow and their low armor means they will suffer vs Chaos Knights and Forsaken. Try to use your ‘eavy cavalry like Boar Boyz Big ‘ums to pin down the large models so your Orc Boy Big ‘ums and goblin archers can open fire.
I also would recommend have Black Orcs on the flank. Most Chaos players tend to put Forsaken on the flank. Forsaken will bring down boar boyz and Big 'Uns. You’ll need to use the black orcs to quickly take down the Forsaken.
Azhag: Skullmuncha, All Abilities and Items, Spirit Leech and Fate of Bjuna.
Change this army as you see fit. This should get you a good start. Sometimes you might want more Black Orcs.
The Front line should be three units of Orc Boy Big ‘ums and the two Black Orcs. Keep the Goblins and one unit of Orc Boy Big ‘ums in the back lines to protect the archers. The Night Goblin Archers are for shooting large targets like Kholek and Trolls. The Broken Tusks Mob is for counter attacking large models like Chariots or Shaggoths.
The Squig Hoppers are for supporting the front line. Squig Hoppers are great for attacking armored units like Chaos Warriors with Great Weapons.
Use Azhag to pick at targets. Most Chaos players will try to hunt Azhag. Try to take down their spell caster first if possible else try to weaken units where possible.
Most wood elf players are going to try and kite your forces. You’ll need to think about this when facing the wood elves. Common Wood Elf tactics are to kite units off and pick off unsupported units. If the Wood Elf player wants to use kiting tactics you can be in for a very rough fight. You’ll need think about how you can put pressure on the Wood Elves with slower and shorter ranged units.
One possible answer to being kited off is to use the goblin skirmish cavalry. The goblin cavalry is very cheap so you won’t have to worry about losing a unit and can harass the Wood Elves. The Goblin Wolf Riders can pick off Wood Elf missile units that are alone. Do be careful of Wild Riders. Wilder Riders can pick off your cavalry very quickly.
Wardancers and Dryads can cut through the Greenskin infantry very quickly. One unit of Black Orcs are usually worth thinking about to provide some extra punch. More than one unit of Black Orcs can be risky because Black Orcs aren’t shielded.
Goblins and Orc Boyz with their shields can survive the missile barrage of the Wood Elves and can do well vs the Eternal Guard. You’ll also want to have some units of Orc Boy Big ‘ums to provide support vs the large units of the Wood Elves like Treekin and the Forest Dragon.
You’ll also want to keep your lord in the center of your army to avoid being picked off from focus fire. There are a lot of viable lord for this fight and you’ll have to pick one that fits your style.
Night Goblin Shaman: All abilities, Sneaky Stabbin’, Itchy Nuisance, Gork’ll Fix it
Pair the Spider Rider Archers with a Goblin Wolf Rider Archer. You’ll have three pairs. Place them out into the battlefield. A lot of Wood Elf players will vanguard Sisters of the Thorn or Wild Riders. Keep the pairs close to your formation till you know where the Wood Elves are. Just keep running up, shooting and running back.
Try to hide the Moon Howlers and the Spider Riders somewhere. Their job is to either hunt missile units or pin units in place.
Your front line should be a mix of the Orc Boyz and Night Goblins. Their shields can help them weather the arrow storm. The Night Goblin Archers should be in the back and provide support where possible.
The back line should be the Orc Boy Big ‘ums and the Black Orc. The Night Goblin Warboss with his Tormentor Sword can pin any Wood Elf unit that tries to charge in.
“From the ten kingdoms of Ulthuan, the High Elves march to war. They have stoof gurad over this world for millennia, defending it from the predations of Daemons, the worshippers of unholy gods and the unthinking meddling of lesser races”
The High Elves have a great selection of elite units. The drawback of the high elves is that you’ll almost always be outnumbered. This means that if you’re not careful your units will be surrounded and suffer penalties. The high cost units also mean that making a mistake and losing a unit could cost you the game.
The main tactic for High Elves is the hammer and anvil. Units like Spearmen with their high melee defense can usually hold for a long time but can’t do much killing vs other factions elite troops. You can use your dragons or your cavalry to pick off the units fighting in the front. The cavalry cycle charge and dragons should use their breath attacks on blobs of units then charge in. I recommend charging at an angle or the rear of the enemy with dragons. This will allow your dragon to pull out of the engagement through your own lines.
High Elves also tend to have a problem with fodder units. Other than cavalry and Swordmasters, High Elf units just can’t cut through the fat of fodder units because of the slow attack speed of most units..
Notes and Thoughts About High Elf Units
All three dragons can be very powerful units. Their breath attacks are best used on units when the Dragon is on the side of a unit. This is generally the best angle to hit the maximum number of models in a unit. Dragons have very large hit boxes and units like Blood Knights and Grail Knights can make very quick work of Dragons if they are able to surround a dragon.
Ellyrian Reaver Archers
This is very underused unit. The Ellyrian Reaver Archers (Reavers) are a hybrid of melee and range. The Reaver Archers do take some practice to get used to using and rarely is more than two ever worth taking. The high melee stats of the Reavers mean that in the later part of a match they’ll be able to run down most weaken troops. Reavers with their high melee stats are also able to be switched into melee mode and run down missile units that don’t have support.
Both the Fire Spire and the Frost Heart Phoenix can be good units but both suffer from some drawbacks. These units have high speeds which means that they are best for hitting units and pulling away. Both types of Phoenixes have a small attack area which means they won’t be able to kill a lot of troops in a single hit. A lot of players think that the phoenixes are trash but that’s because you can’t leave them in sustained combat. You need to hit a unit and pull your opponent’s resources away from location or to use the terror to hit units that are already engaged to break the enemy’s moral.
HE Vs Beastmen
The beastmen currently have two tactics vs the High Elves. The first main tactic that is used online is the double Cygore. The key to this matchup is speed. High Elves have the fastest units in the game. As the High Elf player you should use that speed to your advantage by using some wolf pack tactics. Any time your opponent reacts to one attack pull out with one unit and attack in a new location with a different unit. The biggest threat is staying in one spot and getting pinned down. Keep moving towards either to the Beastmen Leadership or the Cygor.
Some units to consider if you’re having trouble dealing with Cygors. Dragons all do very well and their breath attacks can weaken the Cygor. Tyrion is also very useful. Tyrion has a very high speed and great melee stats. Tyrion and a Noble on horse make a decent combo at hunting down Cygors. The Phoenix and Great Eagle can be ok. Neither one of this units are great at killing. They are very fast and best for picking at targets and making your opponents react. The Frost Heart Phoenix is very difficult to kill.
The Second main tactic used by the Beastmen is to rush the High Elves. I personally think this tactic is more dangerous. The Beastmen have access to a lot of fast moving units. If this happens you have to react very quickly. Start by targeting big unarmored units like Minotaurs and Razorgors. You’ll also want to have more units in your back lines than normal when the game starts. The Beastmen have a lot of vanguard units that can quickly get around your formation.
If the beastmen don’t bring a cygor then use your range units to bring down the Centigors or Minotaurs. Many Beastmen players will use Centigors with throwing axes to harass Dragons or kite of Dragon Princes. You’ll need the support of ranged units to push off the Centigors with Throwing Axes. Gorebulls can cause a problem because of how effective they can be vs Dragons and Dragon Princes. The only efficient answer to Gorebulls are the Phoenix Guards but the Gorebull can pull out of combat with them or run away.
Don’t be afraid to use Dragon Princes. Dragon Princes can wipe off a unit of minotaurs with great weapons if the Dragon Princes have a clean charge. If a Mage casts regrowth on Dragon Princes, they can take down 4 units of Centigors but try to avoid doing that if at all possible. The Dragon Princes really need a clean charge to take down Minotaurs and Centigors. A clean charge from Dragon Princes will take down the Minotaurs and Centigors quickly. The danger with this is that your Dragon Princes get over committed and isolated.
Flyers are a great option vs the beastmen. I personally like Phoenixes because of the terror but this is not a popular build, and most players will recommend using two dragons which is also a very viable if not more forgiving style of play.
Just watch out for the speed of the Beastmen. Their army as a whole is much faster than the High Elves and it’s very easy to get kited off and isolated.
HE Vs Bretonnia
High Magic really shines vs Bretonnia. The tempest shuts down Bretonnian flyers. I would think about taking the tempest. One thing most players aren’t aware of is the power of Grail Knights. 1 unit of Grail Knights will take down a Star Dragon and maybe only lose 5 or 6 models. If you do decide to bring a Dragon stay away from the Grail Knights.
Swordmasters are overkill vs the Bretonnians. Phoenix Guard and Spearmen are usually enough to handle anything on the ground. Nets from the lore of light can be helpful pinning down Knights to allow your anti-large units to bring them down. Bretonnians are very one dimensional and it takes a lot of effort from the Bretonnian player to pull off a win vs the High Elves.
Until Bretonnia receives their Regiments of Renown expect to see Grail Knights.
This was written before the Tomb Kings patch and we’ll have to see if anything changes in the coming weeks.
HE Vs Dark Elves
This can be a fun match up. Most Dark Elf players will bring cold one knights and some dark shards to counter the High Elves cavalry and monsters. The front line really depends on how the Dark Elf player wants to take the fight. Some Dark Elves players prefer to go with a mix of Dread Spears and Cosiars while other prefer to elite infantry and try to crush your front line. You’ll need to think about your strategy and figure out what will counter it when getting ready for this match up.
Dragon Princes are usually a good pick in this matchup. The Dragon Princes have very high stats and with a clean charge will beat a unit of Cold One Knights. The Dragon Princes will also do a lot of damage to front line units like Dread Swords and Executioners. The biggest damagers to your Dragon Princes, if you choose to take them, will be missile units, Black Guard of Naggarond and Witch Elves. You’ll want to consider taking a unit or two of Reavers to help support your Dragon Princes. A unit of reavers can pin missile units while your Dragon Princes are charging into Dark Elf units.
Most Dark Elf players will bring Dark Shards with Shields in the match. The High Elf ranged units do have longer range but the top targets for you should be the Witch Elves followed by the Dark Elf ranged units. If you are in a missile exchange focus your fire into one unit. The Dark Elf player will have to get closer to you and you can usually cripple a unit before the unit has a chance to fire.
The most common lord pick vs High Elves is Malekith or a Dread Lord on a Cold One. Rarely do Dark Elf players bring flyers vs High Elves. Most Dark Elf players assume that the High Elf player will take Dragons and try to take the fights on the ground.
Dark Elves usually have wider armies than High Elves. This means that you’ll need to be careful not to get surrounded. Sometimes it’s better to have your more elite units on the flanks of your formation to try and collapse the flanks of the Dark Elves while pinning their units in the middle.
Dark Elves also tend to have a problem against skirmish cavalry so Reaver Archers can be a good pick for your ranged units. Your reaver archers also have a decent melee stats so don’t be afraid of using the Reaver Archers to rear charge weaker units or ranged units.
HE Vs Dwarfs
The biggest threat to the High Elves are the dwarf ranged units. Swordmasters will beat any dwarf unit in a 1v1 (maybe not the 8-peak Gate Guard) and White Lions can do ok vs most Dwarfen units. The High Elf ranged units usually aren’t that useful in this match up unless you think you can get your ranged units on the Slayers. The Dwarfs have a lot of heavy armor and shielded units.
Most dwarf commanders will bring at least one artillery piece and some Thunderers when facing the High Elves. If the map allows it think about taking some Reavers to try and vanguard behind the Dwarfs to silence the Dwarf artillery. Even if the unit of Reavers is killed stopping the Dwarf artillery from shooting while your army approaches is usually worth losing the unit.
Using more than one dragon vs the Dwarfs usually isn’t worth it because if the Dwarfs can slow the dragon down the Dwarfen ranged units will bring down your dragon. This is one of the times might be better to use the Sun Dragon than the Star Dragon. The Dragon’s breath does a lot of damage to groups of infantry. Try to line up your dragon to get a side shot that way you inflict the most damage. You’ll want to swing wide with some White Lions to try and kill or tie up the Slayers while you send your dragons, knights and chariots through the backs of the front line units or the missile support units.
The Loremaster of Hoeth is a decent pick because if you can find a runesmith you can make quick work of the runesmith. The Loremaster also has a decent selection of spells but just like with any other spell caster try to pick a spell caster that increases your army’s effective. What helps your army will depend on what is in your army.
Make sure your army isn’t too elite. If you use a very elite army and the dwarf player goes very wide with ranged units you won’t have enough units to stop the dwarfs from shooting you to pieces. The Dwarves will be able to fall back and as you chase the Dwarves supporting units will open fire and weaken your pursuing troops.
HE Vs Greenskins
Black Orcs and goblin archers are the biggest threat here. I’ve seen many high elf players try and snipe the Greenskin lord with nets and dragons but personally I think this is a mistake. Crafty Greenskin commanders will bait out your dragons. As your dragon goes in for the kill the goblin arrow fire will bring down your dragon. You’ll need to shut down the Greenskin missiles before you go hunting for heroes and lords.
Goblins and most orc units have very low armor so you can get away with archers in this matchup. You’re top targets should be the Rusty Arrows followed by mobility units like boar boyz and squigs/squig hoppers. If your opponent did bring savage orcs take the free shots vs the savage orcs before the front line battle starts.
SwordMasters are the only infantry option that the High Elves currently have that can stand up to Black Orcs but the down side is the cost and Swordmasters struggle vs monsters like Squigs. I would recommend holding a unit of Swordmasters in reserves and as the Greenskins approach move the Swordmaster to shadow/follow the Black Orcs movements. You can use units like spears to absorb the charge and follow up.
White lions don’t trade that well vs Ork units I think your better off getting spearmen and using the hammer and anvil on the Greenskins. The rear charges is usually enough to break Greenskin moral.
Always watch out for Greenskin baiting. A lot of sneaky Greenskin players will bait out expensive calvary like Dragon Princes with a easy kill like Spider Riders. When you charge into the bait the Greenskin player will drop a Foot of Gork. The Foot of Gork Can wipe out a unit of Dragon Princes in one go. If you see an Orc Shaman be aware that they might be trying to get you with this.
HE Vs Lizardmen
Most Lizardmen players are going to bring skinks to tie up your elite infantry and once your elite infantry is tied up the dinos will be able to charge in. The High Elf elite infantry can suffer a lot vs the dino. Phoenix Guard can survive and deal a lot of damage to the large models in the Lizardmen roster.
The Carnosaurs or Lords/Heroes on Carnosaurs do very well vs High Elf large models like cavalry or dragons. One of the best ways for dealing with these killing machines is to try and get the Carnosaur to chase your unit into something like Phoenix Guard. A well placed Net can usually give you enough time to get away and swarm with your anti-large units.
Units like Nobles on horses are fast enough to cause a lot of problems for the Lizardmen. You’ll have to use wolf pack tactics. Any time the Lizardmen target your Noble or Dragon run away and as the Lizardmen chase your unit attack with a different unit. Keep repeating as needed.
Chameleon Skinks (and other types of skinks) are an auto include for most Lizardmen players. It’s always worth considering bringing a unit or two of Reaver Archers or Silver Helms with Shields to go skink hunting. These are one of the few ways to quickly run down skinks before the skinks can do a lot of damage to your more valuable units.
HE Vs Skaven
Currently a lot of Skaven players will try to rush you. Having a lot of infantry units can be very risky vs the Skaven rush. The combination of Screaming Bells, Doom Wheels, Rat Ogres and Plague Furnaces is very difficult to stop with infantry. Most Skaven will rush you and take you apart very quickly. The best way to avoid this is to keep your army very mobile. The Skaven rush army suffer vs armies that have a lot of mobility to them. Just keep picking away at their units and force the Skaven player to make mistakes or get isolated.
The top targets vs Skaven need to be the ranged units first. You always need to consider how you will stop the Skaven artillery. Some of the best answers are to use Reavers or to rush with fast moving units like Tyrion, Eagles or Phoenixes. The Warp Lightning Cannon or Plagueclaw Catapults can do a lot of damage quickly to your elite units. Dragons are a decent pick vs Skaven because of the terror but you do want to watch of for being pinned in placed by Rat Ogres or Howling Warp Gale. The dragons can do a lot of damage vs the death machines of the Skaven.
Nobles on horseback are also decent at hunting down the warmahinces like the Doomwheel. A single Noble usually isn’t enough to stop a Screaming Bell or Doom Wheel by itself. Try to get some support with some AP units like a dragon or another Noble if possible.
Another common tactic for skaven is to pin your Dragon Princes or Silver Helms then summon Stormvermin behind them with the 13th spell.
Healing is always something worth thinking about when fighting the Skaven. The Skaven have a lot of ways of doing a lot of damage to your single model units like Lords or Dragons. You might want to consider using a lore of magic like Life or High Magic that allow for healing.
HE Vs The Empire
The empire has some decent options for fighting the High Elves. The biggest threats to the High Elves are the Handgunners and Demigryph Knights. Depending on the terrain the Empire artillery can cause problems for the High Elves. I would be wary of taking too many flyers. Nets and Handgunners/Cannons can bring down dragons fairly quickly.
Empire swordsmen trade fairly well vs High Elf spearmen so you’ll need to have some higher tier units in your frontline to help win the front line fight. Outriders can cause some problems for high elves. You’ll want to consider reavers (melee or archers) or Archers to help protect your armored units.
One way of dealing with the Empire ranged units is to use Archers. The range of the Archers and the ability to fire over the front line allows Archers to make quick work of Hand Gunners. The Empire ranged units should be your top targets for your ranged units. Most Empire ranged units will die quickly to focus fired attacks form the High Elves.
You can also consider taking units like reavers to keep put pressure on Empire artillery and ranged units.
The match up is still being worked on and we won’t really know how people will use the Tomb Kings but here are some thoughts about the match up.
The first problem that has to be addressed is the Tomb Kings ranged units. The Tomb Kings have a lot of options for damaging large models like Dragon Princes and Dragons.
One of the biggest threats to the High Elves are the Vampire Count flyers. When putting your army together you should consider bringing High Magic if you’re having problems with the Vampire Count flyers. The most common pick for lords are Mannfred or the Red Duke.
One common tactic for Vampire Count players is to tarpit your front line with skeletons and then try to swarm behind your line and run rear charges. You’ll also tend to see a mix of Grave Guard in the front line of the Vampire Counts as well. The Grave Guard provide some extra punch for the Vampire Counts and can do some decent work in the frontline fight. You’ll want to think about having a unit or two of White Lions to help give some AP.
Blood knights also pose a big threat to your dragons and cavalry. Dragons have very large hitboxes which means that a lot of Blood Knights will be able to get into contact with a dragon. If this happens you’ll need to find a way to quickly pull your dragon out of combat.
You might also want to consider using Reaver Archers or Sea Guard for your range support. The Vampire Counts have a lot of tools such as summons and Fell Bats that can pin down your range. Reaver Archers have decent melee stats and can stay mobile and run away from summons. The Seaguard have spears and can defend themselves vs summons and Dire Wolves.
Most chaos players are going to bring a Shaggoth heavy build vs High Elves. The Shaggoth is generally going to be backed up by Chaos Warriors with Great Weapons. If you can isolate the Shaggoth with your dragons and Phoenix Guard you’ll be able to bring down the shaggoth quickly, but the opposite is also true. The Shaggoths and Chaos Warriors with Halberds can quickly bring down your units.
Chaos Marauders with throwing axes can pick away at your high value units. Units you should consider are: Swordmasters do very well vs chaos infantry but suffer vs chariots, cav and Dragon Ogres. Dragons do very well if they don’t get isolated. Dragon princes also do well vs the chaos infantry and chaos knights. Phoenix Guard can hold for a very long time vs chaos units and make a very good anvil for some hammer and anvil tactics.
Most Chaos players will bring lore of death weaken your single model units like lords and dragons or use Fate of Bjuna to weaken your elite cavalry and infantry. Lore of Life is worth thinking about because of this.
Lothern Sea Guard with Shields will out trade any of the Wood Elves ranged units. Because of the High Elves’ ability to bring so much long range missile fire most Wood Elf players will go for a rush style army. Wardancers and Dryads can make quick work of any Spearmen, Archer or Seaguard that the get in the way. Both of these units however are very weak to missile fire, but you’ll still want a unit some some Armor like a White Lion or a Silver Helm to support the front.
Some Wood Elves Players also like to bring a unit or two of Way Watchers. Way Watchers can do a lot of damage in a short period of time to units like dragons and Dragon Princes. If you don’t have either then the next target tends to be lords and heroes.
The Wood Elves have a lot of options for units with spears. Bringing a dragon can be very risky. Dragons can get targeted and taken down quickly. With the Wood Elves low hit points it’s usually better to go very wide and weaken the Wood Elves before advancing.
Lizardmen might be the easiest faction for new players to get started with. The Lizardmen are very forgiving and easy to learn. First you should understand healing. All Lizardmen Lords and Heroes come with an ability known as Cold Blooded. Cold Blooded will heal any unit or character the ability is used on but wont bring units back from the dead. Cold Blooded also reduces a unit’s ability to fight. Using Cold Blooded on a unit currently engaged will cause the unit to take more damage as it debuffs their combat stats and speed. The best uses for this is when the unit is not in combat. Units with large mass like Setagons and Carnosaurs are able to push their way out of combat. For example if your Kor-qar is taking a lot of damage you can use Cold Blooded on your Kor-qar and use his mass to push out of combat to somewhere safer.
The Revivification Crystal unlike Cold Blooded does bring models back from the dead. Just like with the Vampires Counts spell models will be healed before models are brought back from the dead. There is also no melee penalties for using the Revivification Crystal’s ability unlike Cold Blooded.
The rampage mechanic is the next basic rule you need to understand. The rampage mechanic will trigger when a unit (with rampage) takes a certain amount of damage. It will then begin to attack the nearest unit. This can sometimes be a little off but either way you won’t have control of your unit. This means that fast skirmishers will be able to kite your units off to get isolated. Most of the time rampage won’t be a big issues because the units with rampage you will want fighting in combat anyways. Cavalry, however, will lose a lot of their function.
Notes and Thoughts About Lizardmen Units
Slann Mage Priests
The Slann Mage Priests (Slann) have some interesting abilities. Each Slann has Banishment for example. Most of the time as the Lizardmen player you will be outnumbered. A Lot of players will try to swarm your large monsters to try and take them down. You can use this as bait. For example, if you were to bring a Feral Bastiladon or Stegadon you can get one or more units to surround the dinosaur. Once the unit has surrounded the dinosaur use the Slann’s banishment to thin out the infantry and charge your dinosaur somewhere else. If you do have to cast banishment to help out your front line you can also negate a lot of the potential damage to your own troops by using Shield of the Old Ones; an AoE magic resistance ability that also provides some extra leadership to help your troops hold the enemy in place for longer.
Carnosaurs and Carnosaur Mounts
Carnosaurs are your anti-large. Saurus Warriors with Spears and Temple Guard can do ok vs large targets but the Carnosaurs will hit above their weight class. This means that a Carnosaur can take a fight vs a more expensive anti-large or large model. The cost for this killing machine is that they do rampage easily. Most clever opponents are going to try and cause the Carnosaur to rampage so that units like the Black Guard or Phoenix Guard can bring them down. You’ll need to have some units near by to support the Carnosaur.
All three types of Stegadons are very good at bulling around infantry. The best way to use them in combat is to have the Stegadons bouncing around infantry formations. Try to leave your Stegadons engaged in combat for 10 to 20 seconds then give orders to attack a different unit. Stegadons have a lot of mass and can knockaround units. Also don’t underestimate the power of the Stegadon ranged attacks. Stegadons can output a lot of ranged damage. You can use this ranged damage to weaken high value targets before you have to run into a fight.
LM Vs Beastmen
Beastmen have a lot of tools for fighting the large monsters. When facing Beastmen you’ll see a mix of Gorebulls, Minotaurs with Great Weapons and Centigors with Throwing Axes. The Gorebull is the only armored anti-large that the Beastmen have. Skinks and Ancient Stegadons do very well at thinning down the low armor. The mass of the Beastmen anti-large units can cause problems because if your large model units get isolated it will be difficult to withdraw.
The most common front line are Bestigors. Bestigors have high armor and high armor piercing damage. Saurus Warriors and Temple Guard struggle vs Bestigors. One option is to cycle charge units like Bastiladons. Units with high mass can push in and out of a Bestigor unit that is stuck in combat.
Beastmen do struggle vs flyers. Terradon Riders (both types) can do very well. Regular Terradon riders are good at harassing large models like Minotaurs and Centigors. Terradon Riders with Fire Bolas are best for fighting infantry. If you can get the Beastmen to surround a Dinosaurs try to get the Fire Bolas into that mob.
You’ll need to have Skinks to push back Centigors with Throwing Axes. The Centigors with Throwing Axes can output a lot of damage. The Lizardmen have very large models which means that as your units are engaged the Throwing Axes can keep pressure on the Dinosaurs.
Kroq-gar: Grymlock, Swiftness of Itzl, Scared Spawning of Xhotl, Hand of the Gods
Skink Chief, Terradon, Wardrum
Skink Priest of Beasts: Wild heart, Flock of Doom Ancient Stegadon,
This is a fairly straight forward build. This build is to help you get a feel for the monsters.
Your front line should be a mix of Saurus Spears and Saurus Warriors. Place your Characters and Carnosaur behind the front line. When the battle starts try to use your Carnosaur near your spears. The Carnosaur will rampage but you can help ease the damage by keeping the Carnosaur next to the spears. Kroq-gar and the Carnosaur will do very well vs the large model. The Skink Priest should be running up and down the front line and using Flock of Doom on groups of Beastmen.
The Skink Chief and Terradon riders should be hunting Centigors and Minotaurs. Any low armor unit that could give you problems should be where the flyers are. You can also weaken the Beastmen front line with the flyers’ Drop Rocks.
Carnosaurs. Bretonnia, as of the writing of this, have no good answers to Carnosaurs. The only hope that Bretonnia has vs Lizardmen is to do some wolf pack tactics. Bretonnian players will try to engage units on the edges to pull your anti-large out of position. The engagement is pretty straight forward and so long as you don’t get pulled out of position you should be fine.
Until a patch comes out Bretonnia doesn’t have much of a chance. I plan on updating this as soon as Bretonnia or Lizardmen get some changes.
The Dark Elves have some good tools vs lizardmen. The Dark Elves have several ways to take this match up so it might be best to discuss the Dark Elf tools and let you figure out how you want to take this fight.
The first issue to deal with is the abundance of armor piercing units. One advantage of the Dark Elf missile units is that the Repeater Crossbow has a short range. You can use the short range to your advantage. You can use a unit like Skinks with Javelins to push the missile units away. Dark Riders with Repeater Crossbows can give problems but by screening with the Skinks you opponent will waste some of their ammo on the Skinks.
Dark Shards are weak to getting run over. Having a unit like a Feral Stegadon can be helpful here. The Feral Stegadon with it’s high mass can hit the front line then be given orders to rush the Dark Shards. Just be wary of getting too close to the missile units. The AP of the Dark Elves can quickly bring down the Lizardmen units. If you can’t reach them easily their tight formations make them a great target for spells like wind blast.
The next problem to deal with is the Dark Elf front line. The Dark Elves have a few options here. The Dark Elves could go for an elite front line with Executioners or Blackguard. If that’s the case then the Lizardmen Frontline won’t be able to hold without support. You’ll have to use your large dinosaurs to run through their line or try and thin out the line with units like Solar Engines. Spells like Flock of Doom and Wind Blast (overcasted for AP) will also help.
Lord Mazdamundi: Zlaaq, Greater Arcane Conduit, Banishment, Ruination of Cities, Sunburst Standard, net of Amytok, Apotheosis, Harmonic Convergence.
The front line should be the Saurus Warriors with the Saurus Spears on the flanks. The Skinks should be ahead of the front line taking the fire and pushing back the enemy skirmishers. The Cold One riders with Spears should be on the flanks and provide anti-large support where needed or to flank around to rear charge. The Revivification Crystal should support the front line. The Feral Stegadon is for pushing through the front line. Don’t worry about the Stegadon getting surrounded. You actually want the Stegadon to get surrounded. You can use Banishment or Ruination of Cities to do some good damage to units surrounding the Feral Stegadon.
The Lizardmen vs Dwarf match up tends to be a grindy match. The Dwarfs tend to box up and the Lizardmen try to break that Dwarfen coconut. The first issue to deal with are the Dwarfen artillery pieces. The most dangerous piece is probably the Cannon. The Cannon has a long reach and can do some real damage to the Stegadons and Bastiladons. You can try to win an artillery exchange with your Stegadons but it’s not really recommended. Your best bet is rushing forward.
The next issue are the Thunderers, Irondrakes with Trollhammer Torpedoes and Rangers with Great Weapons. Most of the time these units will be protected by Slayers and a Thane with a Tormentor Sword. The Slayers and Thane can only react in so many directions. One option is to try and rush the Dwarfs from a lot of angles so the protection can’t react in every direction. You could also try to push your large monsters through the front line.
The Slayers are best dealt with with fodder. If you can get the Slayers onto a unit try to use your spells or Skinks to work them down. The Slayers can make quick work to any large monster.
The Dwarfs do have access to a lot of units with Charge Defense vs Large. To deal with this try to hit the Dwarfs from the sides, rear or when already engaged. Performing one of these actions will remove the Dwarf’s ability to brace for the charge.
Lord Mazdamundi: Zlaaq, Greater Arcane Conduit, Banishment, Ruination of Cities, Sunburst Standard, Apotheosis, Curse of the Midnight Wind
Skink Chief: Ancient Stegadon, Slippery.
The Front line should be the Saurus Warriors and the Saurus Warriors with Shields. Have your Two Characters on the left and right flank. You’ll want the Kroxigors and Feral Basildons in the middle behind the Sauruses. The Feral Cold Ones are for attacking the rear and missile units.
The Terradon Riders are for support fighting Gyrocopters. Don’t be afraid to put your Terradon Riders into melee mode and charge the Gyrocopters.
This can be a tough matchup for the Greenskins. The Lizardmen have a lot of terror causing units a lot of ways to punish large groups of infantry. Most Greenskin players are going to try and overwhelm your front line. Units like Black Orcs with their high armor and high damage will punch through any of the Lizardmen infantry. You’re going to have to use some of the anti-infantry Dinosaurs to help you win a front line fight against Black Orcs.
Greenskins players will also often try to bring down your Dinosaurs with missile fire. Goblin Archers with Da Rusty Arrers is a big threat to your large models. You should consider ways of bringing down Da Rusty Arrers in any match up with the Greenskins. Most Greenskin players will use Boar Boy Big ‘uns to help hold your dinosaurs in place. Units like Orc Boy Big ‘uns will bring down your Dinosaurs but your Dinosaurs have the mass to push out of combat if no cavalry is around.
Greenskin players will try to run down your Skinks with Spider Riders and Wolf Riders (and sometimes Squig Hoppers). The Goblin cavalry is much faster than anything on the Lizardmen roster so you will have to keep your Skinks near your front line or you risk getting isolated. You can always fan out after you see the other player’s army.
Greenskin armies tend to have a lot of infantry. Units like the Terradon Riders with Fireleech Bolas and area of effect spells like Banishment can usually get a lot of damage in. You should always consider bring some abilities or units that have some splash damage to punish any blobbed up group of Greenskins.
Lord Mazamundi: Zlaaq, All abilities - rolling skies, Apotheosis, Curse of the Midnight Wind, Net, and Items.
Skink Chief: Terradon
For any cavalry fight try to support your Cold One Riders with Spears with the Skinks with Javelins and the Saurus Spears. The Solar Engine should be focus on units like Black Orcs. The Skink Chief should be harassing the lord. Mazdamundi should be rampaging up and down the the front line. Use spells like Banishment to damage the Rusty Arrows and if you are able to use Ruination of Cities on any large groups of Greenskins.
Most high elf players will try and counter the Lizardmen with Dragon (usually one or two Star Dragons). Because of the threat of the Dragons you should consider bringing a Slann Mage Priest of High Magic. The spell The Tempest can pin and do some heavy damage to the High Elf flyers.
You should also expect to see some Phoenix Guard. Phoenix Guard are among some of the best anti-large infantry in the game. A common tactic for High Elf players is to pin a target down (usually a monster that has gotten out of position) and swarm with the Phoenix Guard. One of the best ways to deal with the Phoenix Guard is to pin the Phoenix Guard something like Skinks while magical spells and Solar Engines thin out the Phoenix Guard.
Rarely will high elves bring heavy cavalry or missile units. If the High Elves do bring cavalry their first targets will be the skinks on the outside of your formation. If you see cavalry you’ll have to keep you skinks near your formation until you can deal with the cavalry.
Slann Mage Priest of High Magic: Shield of Saphery, Arcane Conduit, Banishment, The Tempest, Apotheosis and both Items
Saurus Scar Veteran: Carnosaur and Foe Seeker
This army is bit of a mixed bag. This army is designed to deal with large models but it will help you learn some different aspects of the Lizardmen. Like all the builds in this guide, the build is more about learning different ways to use the faction and not to just be copied and pasted.
The front line should be the Saurus. The Saurus with Spears should be behind the front line protecting the Slann as needed. Place the Skinks on the left and right flank to provide support where needed. Their shields will help vs missile fire. The Solar Engines should be behind the lines and fire at units like Phoenix Guard. The Cold One Spear Riders should be used to pounce on isolated units or to support a fight against a Dragon. The Saurus Scar Veteran should mirror the movements of any Dragon or Calvary. The Saurus Scar Veteran will rampage so try to keep him away from any anti-large.
The Slann should be supporting the infantry fight with his Banishment and items. The Tempest should be used as much as possible on any flyer. When the flyer is pinned in place try to get as many of your ranged units onto the flyer as possible.
Skaven have a few answers to stopping the lizardmen. The Skaven front line can be a mix of units depending on the Skaven player’s tactic. Usually the front line is some sort of mix of Clan Rats, Plague Monks and Storm Vermin. Who wins the front line really depends on what the two players decide on for their tactic. So that’s going to be up to you.
Most Skaven players won’t take a lot of large models like Doom Wheels or Screaming Bells vs the Lizardmen. The Lizardmen just have too many ways of punishing the Skaven player if one of the Skaven large model units get out of position. Do expect to see some large models like Rat Ogres. The Skaven do need someway to push back against the large monsters of the Lizardmen or else the Lizardmen will run through their lines. Rat Ogres are a good choice for that.
You will generally see 2 or 3 Rat ogres because of the mass. The Skaven can use them to block your larger monsters. Most Skaven players will also try to tar-pit your line with Slaves and use their heavy hitters to focus on your high value units.
The healing and range of the Stegodons will beat the skaven artillery in a artillery duel, if you are having problems with skaven artillery.
One of the biggest threats to the lizards are the Poison Wind Globadiers. If the Skaven are able to tar-pit your units the Globadiers will bring down your high valued units quickly. You’ll want to try and get these units off the field as quick as possible.
Slann Mage Priest of Light: All abilities -exorcism, Net of Amytok, Pha’s protection, and both items
This army is just a general anti-infantry and could struggle vs a lot of large. You might want to change it up if you feel like you’re having problems vs large models. Remember, all of these builds are to help you learn the faction and you should change them to fit your play style.
The skinks are for screening and throwing javelins at Rat Ogres. Your front line should do fairly well. The Kroxigors, with their large mass, should be able to stop any Screaming Bells from punching thru your lines. The Slann with net can pin down units like Doomwheels to allow your Cold One Riders with Spears to surround it and bring it down.
The Terradon riders with Fire Bolas are for rear shots or damaging artillery.
We’ll have to wait and find out about this one.
The Empire usually struggles vs the Lizardmen. The Empire does hold an advantage with speed over the Lizardmen Cavalry. The Empire has the ability to hit and move vs the Lizardmen and this is usually the to go tactic for the Empire. You’ll need to consider ways to slow, pin or poison the faster moving Empire cavalry.
The Empire will usually field Great Cannons vs the Lizardmen. The Carnosaurs have a smaller profile than stegodons making Stegodons a better target for the Empire artillery. Most lizardmen are going to lore light to pin your high value units and let the Handgunners deal out some damage. You’ll also need to consider Outriders. Outriders are faster than any Lizardmen unit and can apply pressure on large units. You’ll have to use Skinks to keep the Outriders at bay.
Do be careful not to overextend units.The Empire has a lot of tools to punish any Large dinosaur that wanders too far away from support.
Vampire Counts only have 2 units that pose a big threat to Lizardmen. Terrorgheist and Blood Knights. Once and a while you’ll see units like Hexwraiths. The wraiths aren’t that common because spells like Flock of Doom and Windblast will make quick work of any ethereal unit. A common tactic vs Lizardmen is to spread their large units out and use some wolf pack tactics. The goal is to pull your anti large in one direction and when you react they will attack a different location.
The Vampire Counts tend to try and tie up enemy armies to win a fight. You’ll want to have some units like Saurus that can quickly cut through the fodder units. You might see some Grave Guard in there as well so you’ll want to have some AP in the front line to help you out.
Warriors of Chaos tend to bring Shaggoths and Halberds. The Dinosaurs pose a big threat to the Chaos infantry. The most common lore of magic is Lore of Shadows because of Enfeebling Foe. It really helps Chaos units damage those big Dinosaurs.
An uncommon pick but a dangerous pick is the Chaos Marauder Horsemen with Throwing Axes. The AP of the Throwing Axes can put pressure on your Lord. Most Lizardmen won’t bring Skinks to apply pressure on the Horsemen.
As the Lizardmen player you need to be able to deal with the Shaggoths and the Halberds. Most Chaos players will use Chaos Warriors for their frontline.
Saurus Scar-Veteran: Carnosaur, Foe Seeker
Skink Priest of Heavens: Stegodons, Harmonic Convergence and Curse of the Midnight wind.
This army is to get you used to using some big dinos. May not be the best build but this should get you used to controlling some big monsters.
Start off by shooting any cavalry or chosen with the Stegodons. Once the front line battle starts you can run your Stegodons up and down the front line. Use Curse of the Midnight Wind to support your Sauruses and Stegodons. Harmonic Convergence should be used to support one of your characters on a Carnosaur.
The Terradon Riders are for support. Use them to either damage Marauders with Throwing Axes or to debuff enemies fighting your characters.
Wood Elf players tend to use a lot of Waywatchers and Glade Guard with Starfire Shafts because of the AP. The cheap Spears can cause a lot of problems for large models. Rarely will Wood Elves bring any Tree units, most Wood Elf players focus on bringing the Elf units because of the lack of AP from Tree units.
Another common pick is Glade Riders because of the speed and the range. You have to watch out for Glade Riders chasing down your Skinks. Glade Riders will beat your Skinks in melee. The most common Lord is a Glade Lord (ranged) on a Dragon. The Elves will use Prey of Anath Raema to pin your Lord or high value units then focus fire on the preyed unit. As it also lowers missile resistance it can be very dangerous, indeed.
Kroq-gar: Cold one, all abilities and items
Skink Priest of Heaven: Wind Blast
This is a heavy skirmish army. This army is to help you get used to moving and using skirmishers. Here is one example of how to set up your army.
The front should be the skinks. The Skinks are screening for the rest of the army. Try to use the skinks to pick away at any unarmored target. The Cold One Spear Riders are to provide support to your skinks and fight off any cavalry unit that might try to pick them off. The Saurus Spears and Kroq-Gar are for providing support vs any large models that might get close.
The Skink Priest is for using Wind Blast. Use Wind Blast on any of the Wood Elf infantry that gets into combat. The low armor of the Wood Elves won’t help much vs the WInd Blast.
Norsca isn’t for Mortal Empires yet. When it Drops I’ll be ready so this is a placeholder till then.
The Skaven are Vermintide, possessing the ability to field a very large army with access to some of the most powerful ranged units in the game. Skaven armies tend to bog down other faction’s armies and then use their warmachines and monsters to overwhelm their opponents.
Skaven do suffer from a lack of mass. Other than the warmachines, Rat Ogres and Hell Pit Abominations units can get overrun easily by heavy cavalry and monsters. The primary counter Skaven have to being knocked down is to use Stormvermin with Halberds, ranged units, or monsters to try and stop heavy cavalry.
Skaven with access to the Lore of Plague (or the 13th Spell) have the ability to summon units, consisting of Clan Rats, Plague Monks, and Stormvermin with Halberds (the 13th Spell). This advantage can be used to block an incoming charge, summon behind a line of infantry to get a rear charge, or to summon on archers and artillery to shut them down. The 13th Spell also does massive damage at the area of the summon, and so should be targeted right on top of high value targets.
The low leadership of the Skaven means that the Skaven army has to be very careful about not having a chain rout. If a Skaven unit routes then nearby units will have a lowered leadership. This lowering of leadership can cause a wave of troops to run away from the battle. As a Skaven player you’ll have to watch out for lord sniping tactics because of the low leadership. Screaming Bells provide both an extra leadership aura and a bound ability that improves leadership, while Warlock Engineers and Plague Priests have encourage auras.
Notes and Thoughts About Skaven Units
There is almost never a reason not to take Skaven Slaves. Skaven Slaves are for tying up enemy units and taking missile fire. If your army is being harassed by skirmishers use the Skaven Slaves to take the damage by having the Slaves attack the unit. If the unit has 360 degree firing the unit will most likely run and start targeting the Skaven Slaves. This will help your more expensive units survive. Slaves are also good to use as an advance force before the main infantry line, as archers and other units will waste their first shots on the expendable Slaves.
These are the only heavy infantry options available to the Skaven. Stormvermin don’t hit as hard as other units of equal cost but they provide the only armored option for Skaven. Generally one or two units of these are all you’ll ever need in a match. Which type of Stormvermin to take really depends on the match up. Spamming Stormvermin isn’t currently a viable tactic in multiplayer. Stormvermin with Halberds are one of only two Skaven units with both armour-piercing and anti-large.
This unit, the mount option for the Plague Priest, works just like a Mortis Engine, draining the hit points of all nearby units. It, the Screaming Bell, and the Doomwheel all do very well at running over infantry units. It also has a bound Pestilent Breath spell that can be used to target unarmoured infantry. Always take care not to hit your own units with it, as it will do friendly fire to the generally low-armour Skaven.
The Beastmen are a fast faction with a lot of vanguard. Expect a lot of fast moving units from all directions, especially Centigors. All three types are very fast, can vanguard and pick off weak units, and do reasonably well on the charge. Their primary weakness is that Centigors all have low armor. Units like Slingers (including Night and Gutter Runner Slingers), regular Gutter and Night Runners, and Clan Rats with Spears can put in some good work. You’ll need to use multiple attacks to force Centigor off.
Beastmen players also like to use Minotaurs with Great Weapons or Gorebulls to hunt your large model units. One idea to keep your Doomwheel (or other units) alive is to have some Stormvermin with Halberds in the front line. As your DoomWheel works down the enemy front line you can retreat into the Stormvermin. The Anti-large and AP of the Stormvermin can go a long way.
Most Beastmen players will bring a mix of Gor Herds (with and without shields) for their front line. Gor Herds are very good at cutting through units with low armor, meaning your Clanrats won’t last long without support. Plague Monks and Gor Herds usually ends up being a blood bath with whichever unit has better support winning.
Chariots or a Shaman on a Chariot is also fairly common. You should consider having a unit or two of something with mass like Rat Ogres to stop the Chariots from running around in your lines. Note that chariots are faster than Ogres, and so you may need to slow the chariots down using poison, or snipe them using ranged fire. Warplightning Cannons can also deal with a Shaman on a chariot very quickly.
Bretonnia will charge you for the Glory of the Lady. Bretonnia can bring as much fodder as the Skaven. The most common tactic for Bretonnia is tie up the Skaven front with their fodder units and then try to rampage around with their heavy cavalry.
Bretonnia also has access to a lot of flying units. Consider taking the Howling Warp Gale to pin the flyers and bring down the flyers.
I won’t lie to you. Bretonnia is currently struggling. They are a one trick pony vs Skaven. If you stop their Grail, Questing and Hippogryph Knights they won’t have much of a chance.
This is an interesting match, as the Dark Elves have a few ways they can go with their builds. Most Dark Elves players are going to bring a few units of Cold One Knights to support their infantry. Units like the Rat Ogres and Doomwheels do very well vs the Dark Elf infantry and will be the targets for the Dark Elf Cold One Knights and AP missiles. You’ll want to shut down the missile units as fast as possible. Summons are usually enough to handle Dark Shards.
Dark Riders with Repeater Crossbows and Cold One Chariots are also fairly common. If you have no way of pressuring the Dark Elves with ranged you’ll get picked apart.
Witch Elves are always a problem when facing Dark Elves. Their ability to make units rampage means you won’t be able to pull your valuable units out of a bad engagement. Breath Spells do a great job at wiping out Witch Elves. You can also just use fodder to keep the witch elves bogged down.
The Death Hag on a Cauldron of Blood is also a very common pick vs the Skaven. Her mass and terror can cause a lot of problems for the Skaven. You’ll want to pin it down as soon as possible. Try to destroy it at range if you have the units.
Most Dwarf players are going to bring a Thane with the Tormentor Sword and/or a Runesmith to pin/slow down your more dangerous units. The Dwarf heroes can be tough to deal with - the best counter is Skaven Assassins. Unlike other factions the Dwarves can’t take mount options, and are too slow to avoid being attacked while under the effects of Trophy Heads. Dwarf characters also suffer from low mass, meaning units like the Screaming Bell can repeatedly knock Dwarfen heroes and lords not on mounts over.
One of your best units in this fight are the Deathrunners. Dwarfen players will often try to use Miners with Blasting Charges or missile units to quickly bring down Skaven units like Deathrunners. Deathrunners have very low armor and will quickly disappear to these attacks, and are often best used mixed in with other infantry such a plague monks or stormvermin
Slayers can be very dangerous to the Skaven. The only units that don’t suffer vs the Slayers are the Stormvermin, or units like Gutter Runners that can kite them. Slayers are best dealt with by Stormvermin or with slings. Both methods can be difficult to pull off but I have faith in you. Slayers also have no armour, and so can be peppered down by Slaveslingers or other ranged units.
One major item to note in the Dwarf vs Skaven matchup is that the Dwarves’ innate 25% resistance to magic (raised by Runelords) means that all Skaven units that deal magic damage have their damage reduced by that amount. This affects Skrolk, Plague Monk Censer Bearers, Warpfire Throwers, Bombardiers, Globadiers, Plagueclaw Catapults, Warplightning Cannons, and the ranged attack on the Doomwheel. As a result of this, Skaven artillery is far less effective than it might otherwise be against Dwarves. This doesn’t mean that Skaven artillery won’t work, just that using a lot of artillery isn’t a viable tactic.
Lore of Plague is usually better in this match up, as having the ability to summon units in the Dwarf back line can be very helpful, and because it comes with Wither, which does either -30 or -60 (overcast) armour on all enemies in the area. Rat Ogres and Doomwheels can do very well in this match so long as missile units or Slayers don’t focus on them. You can use your summons to pin the units down to allow your war machines or Rat Ogres to get to work.
The Greenskins...my people….Anyways.
The Greenskins best tactic against the Skaven is to rely heavily on their skirmish cavalry options, such as Goblin Wolf Rider Archers and Spider Rider Archers, as they are faster than any Skaven unit and apply poison and have armour-piercing damage. The reason for this reliance on skirmish and speed is that Greenskin Orc infantry loses badly to the high damage anti-infantry units of the Skaven like Rat Ogres, Doomwheels, and Plague Monk Censer Bearers. These units, in turn, lose to Greenskin monster units like Giants and Arachnarok Spiders, especially the Spider Queen RoR, meaning that bring anti-large range is usually a requirement vs the Greenskins.
Most Greenskin players will assume that you will bring a lot range and will bring units like Wolf Riders and Squig Hoppers to rush your ranged units. You’ll have to have a few extra Clan Rat Spears to help keep your ranged units online if you want to use ranged units for your killing.
The Plague Monk Censer Bearers and the Plague Claw Catapults do well here. Both units apply a leadership debuff and can cause the Greenskin units to break easily because of the Greenskins’ low leadership. Do note that Censer Bearers are often the first target of missile cavalry, and will also be targeted by quick hit and run charges from light cavalry.
You’ll want some cheap ranged units to put pressure on the goblin missile units. The Lore of Plague can be helpful to push off or catch the goblins, while the Lore of Ruin can deal damage effectively to the lightly armored goblin units. There are a lot of ways to do this match up. Hopefully this gives you some ideas.
The High Elves have options for a lot of monsters and calvary. The most dangerous armies for Skaven are the mobility armies. Rat Ogres, Doomwheels and Plague Furnaces can all smash the High Elf infantry if the infantry is tied up with Skaven Slaves or Clan Rats. Most High Elf players know this and will keep their infantry to four or five units.
You’ll want to consider Howling Warp Gale to pin the High Elf flyers even if you don’t bring ranged units (but you should bring ranged units). You’ll also need to think about how to deal with units like Reaver Archers and Tiranoc Chariots. This units can kite out your forces and then turn around and melee your isolated units. The High Elves also have a very long range for their missile units. Lightly armored units like Rat Ogres, Hell Pit Abominations and Plague Monks (either type) will generally be the first targets.
It’s nice to have a few units like Gutter Runners to help keep the Chariots and Reavers at bay. You’ll want to have some Clan Rats with Spears for support.
The Curse of the 13 is a spell worth thinking about here. If you see a High Elf player committing their heavy cav, chariots or monsters to a fight you can pin the unit by summoning some Stormvermin behind them. Depending on how the summon goes this can sometimes wipe out the attacking High Elf unit, but note that it takes almost all of your Winds of Magic
Both Skaven and Lizardmen counter the other well. It’s hard to rush the Lizardmen. Their monsters are scarier than your monsters. So here are some thoughts for the match up because there are a lot of ways to take this fight.
Expect a fair number of skinks. All the skinks. Skinks can do very well in this matchup. One way of dealing with them is to use Skaven Slaves to bait out ammo. Just run your Skaven Slaves forward. Don’t like the Skaven Slaves get kited off too far. Just use them to screen your forces.
Stegadons and Bastilidons can give your infantry a lot of problems. Two so or units of Rat Ogres can be very helpful holding the Stegadons and Bastilidons in place. As your Rat Ogres hold the dinosaurs in place you can use units like Poison Wind Globadiers and Stormvermin with Halberds to take down the dinosaurs.
If you did take a lot of large units the biggest threat to you are the Carnosaurs and the Cold One Spear Riders. The Lizardmen will use these to hunt down your monsters and war machines.
Strangely, the Stegadons (regular with the bows) can out shoot Skaven Artillery. This is fairly rare but a bit strange.
The Empire is an interesting match. Empire State troops can cut down your Clan Rats but the Plague Monks cut them down. You do tend to see a unit or two of GreatSwords supporting the front line. Try to pin the Greatswords with Skaven Slaves then use something like Rat Ogres to cut them down.
Empire Cannons, Handgunners and Outriders can make quick work of your large models. Most Empire players will also bring Nets to pin down your units and open fire. Handgunners and Outriders can be focused down by slings fairly quickly. The Handgunners can’t get away from your summons or large models but Outriders are fast enough to stay away from any melee danger.
You also tend to see Demigryph Knights with Halberds to counter your Plague Furnaces and Doomwheels. Don’t like your war machines get too far away from support else the Empire Knights will pounce on them.
The Empire in general struggles with Clan Eshin skirmisher units (Night Runners, Gutter Runners), who can outrun almost any unit they can’t outfight, and do good damage to most Empire troops.
This is a matchup of large units fighting other large units. The first issue to address are the Vampire Counts anti-large units. Vampire Counts tend to use either Terrorgheists or Blood Knights. Both units are very dangerous to your large units. If you decide to use a Hell Pit you’ll need some backup such as Clan Rats with Spears. Blood Knights can swarm the Hell Pit and you’ll take a lot of damage due to the large hit block. Just place the spears right on top of the Hell Pit Abominations.
The Skaven anti-large range such as Poison Wind Globadiers and Warp Lightning Cannon can do a lot of damage to the Vampire Counts. Vampire Count players will send in cheap fodder like Dire Wolves or Fell Bats to shut them down. Some Vampire Count players like to bring a necromancer on a horse and run around summoning Zombies on your units. Try to have some Plague Monks in reserve if you’re having problems with the Zombie summons. The Plague Monks have high damage and can quickly cut down the Zombies.
The front line fight isn’t usually a problem. Rat Ogres and Doomwheels are usually enough to deal with any front line that the Vampire Counts can field.
Vampire Counts usually bring flying monsters. Having a Warlock Engineer or Grey Seer with Howling Warp Gale can go a long way in keeping your big units alive.
Note that in general Vampire Counts have only a limited number of anti-large units, and only the 1700 cost and 2000 cost Blood Knights and Terrorgheists are dangerous to Skaven large units, so going heavy on large units is usually a viable strategy.
This matchup is usually straightforward. Most Chaos players will bring Kholek or Sarthorael the Everwatcher. Kholek will make very quick work of any large model that he is able to get ahold of. The Everwatcher has very high magic resistance and missile resistance. Shooting at the Everwatcher with Warp Lightning Cannons or Poison Wind Globadiers will do very little damage. Your ranged units are better used on other targets. Both Lords have very high mass and can push through other units to get away or attack.
Most Chaos players will bring either Dragon Ogres or Dragon Ogre Shaggoths to deal with your war machines. Both of these units can do a lot of damage to a Doom Wheel. These need to be the top targets for your anti-large units.
Because of the overall low armor in the Skaven roster you’ll see mostly Forsaken. Forsaken can cut through a lot of units very quickly. You’ll need overwhelm them with hard-hitting units like Doomwheels, Rat Ogres or Plague Monk Censer Bearers or use an armored unit like Stormvermin to hold them down. (Your Stormvermin with Halberds are better fighting monsters but you can’t always pick your battles).
The only ranged units that Chaos can bring are the Marauder Horsemen. The Marauder Horsemen aren’t a bad option vs Skaven because they can kite units away and Marauder Horsemasters are good enough in melee that your missile units can get run down by them.
Another popular pick from Chaos are chariots. Chariots can run through your ranks very quickly. You’ll need to use a unit with high mass like Rat Ogres to stop the chariots from running wild in your ranks.
The Wood Elves have several possible options for this battle. The biggest concern for the Skaven is the Wood Elves skirmishers. The Wood Elves have a lot of ways to kite Skaven. As the Skaven player in this match up you’ll first need to address how to deal with these skirmishers. All of the Wood Elf skirmisher have low armor and are vulnerable to slings. The slings have much longer range than the ninja stars and do a better job at pushing back skirmishers. The Warp Lightning Cannon is also a very good pick if the map allows it. The magic damage can cut through most units. The danger is that Wood Elves have access to a lot of vanguard units. You’ll need to have units protecting your back line.
The Wood Elf melee troops can do very well vs Skaven melee troops. Other than the Stormvermin the Wood Elves can cut through the fodder of the Skaven very quickly. You’ll want to think about using Stormvermin (either type). The Wood Elves have a lot of ways to bring down warmachines and Rat Ogres. This doesn’t mean you should take these units just expect to have Way Watchers or Glade Riders firing to you.
Skaven Slaves can be very useful in this fight. You can push up your Skaven Slaves to force back the the skirmishers. Pinning high value units like Wardancers with Spears and then using a breathspell can do a good job.
Wood Elves also have the ability to deal a fair amount of magic damage from units like Glade Guards and Dryads, which will ignore the physical resistance of Plague Monks and Runner type units making them extra dangerous to those forces.
The empire has the most diverse roster at the cost not being as cost efficient as other factions. The empire has to make up for this by using their strengths. The empire player needs to really think about the engagements and the terrain before selecting an army.
The low cost of the empire infantry allows the empire to have very wide formation. Rarely is using an elite style empire army worth it in multiplayer. The empire generally wins their battles by tieing up enemies units with cheap infantry which then allows the Cavalry or black powder weapons to do some good work.
Paid DLC Units
Volkmar The Grim!, Arch Lector, Free Company Militia, Flagellants, Knights of the Blazing Sun, All Regiments of Renown.
Notes and Thoughts About Empire Units
State Troops: spearmen and swordsmen
These are are pretty cheap and fairly cost efficient. If you’re able to get combined arms with them they can really pay off.
Greatswords aren’t the most cost efficient unit in the game and might even be the worst for their cost elite infantry. Greatswords are best used to support fights and engaging units with low AP like orc boyz and forsaken. Their high armor will help hold the line but fighting other elite infantry should be given to black powder units or cav.
The hellstorm rocket battery looks great but currently it’s just too inaccurate to be effective in multiplayer which is a real shame.
Outriders with grenade launchers
Another unit that is fun in campaign but just can’t get the work done. If you feel like having fun take 1 unit but currently they just aren’t effective in multiplayer.
The witch hunter is an ok pick but not great. The cool down time on his ability means he rarely gets his ability off more than twice in a match. He’s usually best left in campaign.
I personally like pistoliers but their lack of AP makes them suffer. Any unit with 50 or more armor will ignore the damage of the pistolier. 1 unit might be ok vs a low armored faction but rarely will they pay for themselves
Another fun unit but suffers from low melee defense. Any anti-large or AP missile fire will quickly bring down the steam tank which is why you rarely see the steam tank in multiplayer. When combined with the lore of life the steam tank can get some work in but rarely will the steam tank pay for itself in a multiplayer match.
Sample Builds NOTE
Remember the builds are to help you learn the game. You’ll need to make your own builds and find what works for you. These are just some ideas to help you learn the faction.
This can be a very difficult matchup for the empire. The Beastmen’s speed is usually too fast to bring artillery. Beastmen also have the ability to put pressure on the back lines of the empire. If you’re having problems protecting your back line from centigors and warhounds try using Free Company Militia. Most beastmen units have low armor which allows you to get away with using the Free Company Militia.
Beastmen players will tend to bring a lot of Gor Herds (with and without shields) with Morghur. One or two Greatswords will help hold the front line vs the Gor Herds. Empire Knights and Reiksguard tend to suffer vs Centigors with great weapons. You’ll need to use some Spearmen or ranged units to support that engagement. The Knights are still worth taking because Beastmen infantry suffer greatly to heavy cavalry.
Boris Todbringer: Griffon, Crush the Weak, Foe Seeker, White Cloak and middenheim runefang.
Light Wizard: Pha’s protection and Net
This army is pretty straight forward. Your front line is a mix of Greatswords and Swordsmen. The Greatswords and Sigmar’s Sons should hold long enough for your knights to get some work in.
The Spearmen should be placed on the flanks and rear to help keep the Free Company alive. You can also pull the flank Spearmen out to support a cavalry fight if the Beastmen gets a hold of your Knights.
The Free Company should focus on Centigors and Minotaurs followed by any other large unit. Stirland’s Revenge with their AP should try and focus on a Gorebull if your opponent has one.
The Knights should be focused on trying to run rear charges on the infantry. The Beastmen are faster than you so be sure to keep the Knights near the Spears or Free Company for support.
The Light Wizard’s job is to pin down Centigors and Minotaurs. If possible try to bait out some Centigors with a unit of Knights then net down the Centigors and try and use the combined arms of Spears, Free Company and Knights to bring them down.
Boris needs to be on the move. Most Beastmen will shadow his movements so you can use him as bait. Rear charge units on the front line and when your opponent counters try to use the net to pin the countering units. Boris’ terror will also help break any unit that’s about to break.
The Bretonnian/Empire matchup is fairly even. Bretonnia doesn’t have any good answers in the infantry fight vs Greatswords but it should be noted that Battle Pilgrims will beat all the other units.
Questing Knights with Regrowth will beat any Empire Cavalry. You’ll need to have support if you choose to take that engagement. A lot of Bretonnian players will try to tar pit your infantry with cheap units to buy time for their Knights to win the Cavalry engagement.
Bretonnian Archers have the ability to shoot over the front line. Most Bretonnian players will focus fire on your Handgunners and Silver Bullets.
Boris Todbringer: Warhorse, Crush the weak, Foe Seeker, White Cloak and Middenheim Runefang.
Grey Wizard: Misama and Enfeebling Foe
The front line should be the Spearmen with Shields on the outside and Greatswords in the middle. The regular Spearmen should be in the rear on the left and right side to help provide support to the rear or cavalry engagements.
The Silver Bullets should be in the back behind the Greatswords with enough room to fire. Their job is to provide support for the cavalry engagements or focus on the Greenknight.
The Demigryph Knights with Halberds should be in the back on the left and right and engage where needed.
The Outriders should stay on the wings and pick at armored Knights wherever possible (keeping them together makes for easier management). Outriders have low armor and you’ll need to keep them away from Archer fire.
Boris and the Reiksguard should start in the back rear and move to wherever support is needed. If no clear targets are around use them to punch through the Bretonnian infantry and run around the Archers.
The Grey Wizard’s job is to slow down Knights and Enfeeble. For example, if the Bretonnian Lord lands use the Misama to slow him down and then use Enfeebling Foe to help drag him down with the Demi Knights. The Grey Wizard should also try to drag down Knights with his spells the same way.
Dark Elves can be a very difficult for The Empire. All the Dark Elf units trade well vs The Empire. Most Dark Elf players tend to use a mix Black Ark Corsairs and Bleak Swords in the front line. Greatswords can help hold vs the Dark Elf line for a bit but you’ll want to delay the front line as long as you can. Dark Elves can win this fight fairly easily if the proper units are taken.
Most Dark Elf players will also bring two units of Dark Riders to put pressure in your back line. You’ll have to add extra protection if you plan on using your ranged units to do most of your killing.
Empire General: Griffon, Foe Seeker, Stand your Ground, Charmed Shield.
Lore of Heavens: Curse of the Midnight Wind and Wind Blast.
The front line will be the Greatswords and the Flaggents. If possible try to have the Greatswords fight the Corsairs. Flaggents won’t be able to kill much more than Dread Swords/Spears. Their main job is to pin units for your Knights.
You’re real killing power in the front line is in the charge of the Knights of the Blazing Sun.
The Demigryphs and General of the Empire are for supporting troubled spots. The Outriders have longer range than the Dark Shards so keep them at a safe distance. Have them focus on things like Dragons, Black Guard, Cold One Knights and so on.
The Charmed shield on your general will make him resistance to missile fire. Don’t take a fight vs the Dark Elf Lord. The Charm Shield with it’s +22% Ward Save (that’s a reduction to ALL damage) will keep him alive but he isn’t suited to fighting Dark Elf Lords.
The Lore of Heavens is to support. Wind Blast will do a great job vs low armored units like Witch Elves. Curse of the Midnight Wind should be cast any where you plan on charging with your Knights of the Blazing Sun.
This is a very difficult matchup for The Empire. Dwarf Warriors and Longbeards (regular and great weapon) trade very well vs Empire units. The Empire Artillery also isn’t that great vs Dwarfs. Knights can do ok vs the Dwarfs but the main problem for the Empire Knights are the Runesmiths. The Rune of Wrath and Ruin will do some real damage to your Knights. The speed
debuff will allow the Dwarfen range and Slayers to get a hold of your Knights.
Gelt: All Abilities, Staff of Volans, Plague of Rust and Transmutation of Lead.
Empire Captains: Pegasus, Foe Seeker
This is a hard match up so you’ll need to think of your own ideas but here are some suggestions.
Screen the front line with your Handgunners with space between them for the Greatswords to charge through.
Try to vanguard deploy the Reiksguard somewhere behind the Dwarf line. Place the Empire Knights on the opposite flank that the Reiksguard are on. The Knights should be focused on bringing down ranged units first.
The Empire Captains should focus on Runesmiths first. An overcast Plague of Rust will help the Captains to quickly bring down enemies Heroes. Transmutation of Lead should be cast anywhere you feel like you really need to win the engagement.
Plague of Rust will also help the Knights do a lot of damage on the charge.
The Hellblaster is a risky pick and if you’re on a bad map (too big, wooded or so on) drop it and go for whatever you want. The Hellblaster will do a job at shooting Dwarfen units like Ironbreakers and Hammerers.
The Greenskin front tend to beat The Empire front line. Most Greenskin players are going to bring a mix of Black Orcs and Savage Orcs. Greenskin players also tend to go with Boar Boy Big ‘uns and Spider Riders for their cavalry. You’ll need to use Spearmen or ranged units to help support the cavalry fight if you want to win that engagement.
You usually won’t see many Goblin units other than regiment of renown or Goblin Archers. If your opponent does bring Goblins use your Heavy Cav to run the Goblins down. Goblin’s low mass makes then weak to Heavy Cavalry. They also don’t have an anti-large bonus despite having spears.
Empire General: Griffon, Foe Seeker, Stand your Ground, Charmed Shield.
Amber Wizard: Griffon, Flock of Doom, Wild Heart, and Transformation of Kadon
The front line should be a mix of the non-Spear infantry units placed as you see fit. The Handgunners should be behind the frontline with room to shoot. The Handgunners job is to bring down monsters and cavalry.
Two of the Spears should be behind the front line with two other Spears on the flanks for support in the Cavalry fight.
The Reiksguard can trade effectively vs Boar Boyz but you’ll want support from the General, Spears or the Handgunners.
The General and Amber Wizard should be rear charging units like Black Orcs. The Terror from the Griffons will help break the low leadership (like Boar Boy Big ‘Uns). Be careful not to get pulled out of position. Flock of Doom will help soften up units and if you save up for Transformation of Kadon you can send the Manticore to go chase Goblin Archers without risking your Knights or Heroes getting out of position.
High Elves do very well at the beginning of the battle. There are a few ways the Empire can try to take this fight. Dragons usually aren’t a problem if you bring Handgunners but you need to watch out for the High Elf Archers (and Lothern Sea Guard). The focus fire of the Archers will make quick work of your Handgunners. You’ll want to think about how you can shut down the Elven back line.
The High Elf players usually have smaller armies so you can usually swarm the back line. Swordsman also trade fairly well vs Elven Spearmen. Dragon Princes are also a common pick vs The Empire. Because of the Dragon Princes’ physical resistance you’ll want to think about bringing magic damage like the Silver bullets or Lore of Shadows.
Volkmar also does well in this fight. He’s able to do a fair amount of damage to the front line of the High Elf. He might not be the most competitive pick but he’s a fun pick on his War Altar.
High Elves have a lot of units that are almost immune to fire damage. Dragon Princes have a 70% reduction to fire damage for example. It’s usually best to leave units like the Knights of the Blazing Sun or the Lore of Fire at home vs the High Elves.
(Build provided by JonTaun)
Boris Todbringer: Warhorse, Crush the Weak, Foe Seeker, White Cloak and Middenheim Runefang.
Light Wizard: Net + Items
The anti-large and Dragon hunting are the Demigryph Knights
Mix the front line with Swordsmen. The Silver Bullets and Spears in the back. The Silver Bullets to put pressure on Dragons and Knights.
The Light Wizard to provide support where needed and Boris to help fights or hunt Mages.
One of the first problems you’ll want to address is the rat summons. Two main approaches that Empire players are Free Company Militia and Outriders. Free Company Militia have decent enough stats to defend themselves for a while vs Clan Rat summons. Outriders have the speed to stay away from the summons. Outriders also have the ability to keep pressure on Doomwheels, Screaming Bells and Plague Furnaces.
The Empire Artillery can usually do ok but it’s very dependant on the map and on what the Skaven player bring to the field.
The most common infantry for Skaven are Plague Monks. Swordsmen can do well vs Clan Rats but you’ll need Heavy Cavalry or Greatswords to help push back the Plague Monks.
Light Wizard: Pha’s Protection and Net
This army is vulnerable to large units so you might want to make adjustments as needed.
The front should be Spears with Shields, Flagellants, Greatswords, Flagellants, Spears with Shields. The front line is used to hold. It should perform vs most infantry the Skaven field. The Free Company Militia should be used to focus on Rat Ogres and other large units.
The Outriders should hunt down Doomwheels followed by Bells and Plague Furnaces. The Demis should support the Outriders in hunting large models.
The regular Spearmen should be in the back line providing support vs summons or to plug in gaps as needed.
The Reiksguard with their vanguard can be used to hunt Artillery then Gutter Runners and rear charges.
Use the Light Wizard to provide support in the front with Pha’s Protection and the Net.
Lizardmen players tend to go with Kroq-gar and Skink Shaman on a Stegadon in this match up. The Empire doesn’t really have any good way of stopping the Lizardmen Dinosaurs from pushing through the front line and getting onto the ranged units. Handgunners can do a lot of damage to the Lizardmen’s large units but you’ll want to think about who to stop the Dinosaurs from pushing through. Some thoughts are Lore of Light and Demigryphs. When something like a Stegaon pushes through the front line you can Net it down and swarm it. Another option is to forget the back line and use Outriders.
Swordsmen and Spearmen with Shields are always worth thinking about vs Lizardmen because they perform well against Skinks. They allow you to bring a wider line should the Lizardmen attempt to do the same. Empire knights can also trade well riding down Skinks, but his can lead to some cat and mouse with the Knights moving up and with Lizardmen countering with their anti-large.
A flying lord like Boris Todbringer is a decent choice to try and pull the anti-large in different directions.
Boris Todbringer: Griffon, Crush the weak, foe seeker, White cloak and Middenheim Runefang.
Light Wizard: Net + items
The front line should be interlaced Greatswords and Swordsmen. Stirland’s Revenge behind the line to provide support to the front line vs Dinosaurs. The Halberdiers behind Stirland’s Revenge to plug in gaps caused by large model units.
The Empire Knights should be on the left and right flank and used to hunt down Skinks. Try not to get into a fight with the anti-large of the Lizardmen. Later in the match they can be used to support other fights. The Outriders should hunt down large Dinosaurs. Their speed is fast enough to get away from Lizardmen units but their lack of armor will cause them to die to Skink missile fire. Keep them away from the Skinks. Move them as needed. Boris should be used to support fights as needed with the Light Wizard providing Nets as needed to pull out or pin down units.
Just like with any other summoning armies the back line is always something to think about. The Free Company and Outriders are always a thought but you can also keep a few units in the back to protect units like the Silver Bullets.
Most Vampire players will go either flyer heavy to swarm your Lord or will use Blood Knights to pick off your cavalry. The two typical front lines are Skeletons or Graveguard. Expect the Vampire player to try and get their Grave Guard on your non AP units to pull them down.
The most common lords are Mannfred, The Red Duke, Vlad Von Carstein, in that order. If you see The Red Duke keep your Lord or Wizard near units like Demigryphs because the Red Duke does very well at sniping Lords/Heroes.
Volkmar: Warhorse, All Abilities and The Jade Griffon.
Light Wizard: Pha’s Protection, Net and Exorcism
The front line should be an interlaced units of Flagellants and Greatswords. Try to get the Greatswords on Grave Guard, and the Flagellants on Skeletons or Zombies. Leave one Flagellants in your back line to deal with Zombie summons.
The ranged units should be behind the front line with enough space between the units that one Zombie summon won’t pin two units.
Two Spears should hold the left flank and two on the right. Place them so that they can react to attacks from the flank, rear or front.
The Demis should be the rear most unit and used to shadow the movements of large units like Monsters. The ranged units should be put into guard mode and be used to focus fire on Lords and Monsters.
Volkmar can move as needed his aura abilities will support units around him and his magic damage will do well vs Ethereal units.
The Light Wizard can be used to pin Flyers, Monsters and Cavalry units.
The Knights of the Blazing Sun are for hunting infantry and units with regeneration. Regeneration units have a weakness to Knights of the Blazing Sun thanks to their flaming attacks. Be Careful to not let the Knights get pinned down by summons and fodder units and be sure to keep them cycle charging. They don’t perform as well in sustained combat.
Chaos players tend to bring a mixture of Forsaken and Chaos Warriors with Great Weapons. Chaos Warriors with Great Weapons will beat your Greatswords handily. To deal with Forsaken you’ll need to try and match up your Greatswords or Knights on them.
A lot of Chaos players will also take Sarthorael the Everwatcher vs The Empire because of the bird’s missile and magic resistance. This makes shooting at the Everwatcher little but a waste of ammunition.
The key to winning this match up is not giving the Chaos player the match up they want. You’ll have to keep mobile and and try and pick off units as fast as possible.
Also expect two units of Warhounds to put pressure on your backline.
Boris Todbringer: Griffon, Crush the weak, Foe Seeker, White Cloak and Middenheim Runefang.
Light Wizard: Net
Boris should be used to support fights as needed. Keep him away from the anti-large units of chaos and she should be fine. His large mass can put pressure on the Everwatcher, Chariots or Chaos knights. Try to have the Greatswords or the Reiksguard engage Forsaken.
The Light Wizard should be used to pin high value target or help your Demigryphs and Knights pull out of a bad fight.
The Spearmen should start in the back and support as needed. Warhounds should be the top target for the Spearmen followed by any unit that you need to pin down.
The Demigryphs are the main punching power of this army. Try to use them to gain the Cavalry advantage without getting over extended away from your lines. The ranged units should be used to help support the Cavalry/Monster fight.
I personally prefer being The Empire player in this matchup. Most Wood Elf players are going to bring a mixture of Dryads, Wardancers and Eternal Guard for their front line and a mixture of Glade Guard and Deepwood Scouts.
The Wood Elves do outrange The Empire so without an Artillery piece to force the Wood Elves to approach the Wood Elf player will try and pick you apart before advancing. Dryads and Wardancers will beat Empire State Troops so you’ll want to have 1 or 2 units of Greatswords to help out the front line. The Silver Bullets or Lore of Fire are worth thinking about because units like Forest Dragons and Tree Kin have physical resistance.
Another common pick is the Sisters of Thorn. The Sisters are a hybrid unit that can kite off your Cavalry or charge in to your missile units. You’ll need to keep some protection in the back line.
Boris Todbringer: Warhorse, Crush the Weak, Foe Seeker, White Cloak and Middenheim Runefang.
Light Wizard: Pha’s protection and Net + both items
The front line should be the Swordsmen and Greatswords in between. Keep the Swordsmen ahead of the Greatswords to take shots with their Shields. The Shielded Spearmen should be on the flanks to help protect the ranged units and push back Archer units. The other group of Spearmen should be placed in the rear to protect the ranged units.
The ranged units should be in the middle inside the pocket. The Crossbows on the flanks and the black powder units in the center. The Knights and Boris can start in the rear and move as needed.
One Spearmen should hang out behind the Mortar to protect the Mortar from vanguarded units.
Use the Mortar to force the Wood Elf player to move towards you. The Mortar should be firing at any unit that’s in the center of a formation or ranged units. This will help force the Wood Elves to move forward.
The Light Wizard should be used to pin Lords or Cavalry units to allow your Cav or range to open fire.
The Tomb Kings share a lot of strengths with the Vampire Counts. All the Tomb Kings units are unbreakable and cause fear. The Tomb Kings have a lot of cheap options for bringing terror. The Tomb Kings have a good selection of lores of magic.
Tomb Kings have a well rounded roster with good options for every matchup. A well chosen Tomb King army can perform well vs any faction.
The Tomb Kings don’t have many weaknesses. The only real weakness the Tomb Kings have is the lack of speed. Most factions can out pace the Tomb Kings and unlike vampire counts the ability to heal your units is limited.
Units of Note
As of writing this, May 9th 2018, The Arkhan the Blade Tomb Blade death star is the easiest build to win with. I don’t think it makes for fun games and it’s why I won’t recommend it.
Ushabti with Great Bows
These unit is great at dealing with Large Models. This unit is very good at doing single point damage. This unit can make quick work of any large model unit like Gore Bulls and Questing Knights at range.
This is a decent Chariot option but it’s best for pressuring back line units. The number models in the unit allows the Skeleton Chariot to make quick work of ranged units. They don’t have much armor piercing so it’s recommended that you don’t engage main line troops until the main line troops are pinned in place.
Screaming Skull Catapult
This is a strange piece of artillery. The Screaming Skull Catapult is best at lowering the leadership of fights. Don’t take this artillery piece to kill units. You want to use it to cause units like trolls and rat ogres to break.
As always these builds are just some ideas to get you started with the faction. You’ll play the faction and learn your way. The builds are here to help teach you how to play the faction.
This matchup can be difficult for the bretonnians. The Bretonnians only real way to deal with the Tomb Kings is Grail Knights and Questing Knights. The Key for the Tomb King Player is damaging the knights before the knights are able to do any damage.
The sample list uses Settra on a horse with a prince on a horse to goon lords or knights. The Ushabti with bows are for thinning out the knights. The tomb guard with halberds are good at holding and pulling down knights.
Here is a sample set up that focuses on keeping the Ushabti with great bows on line.
The Dark Elves, before any DLC, struggles vs large monster. The only real answers the Dark Elves have are the crossbows. Most Dark Elf players are going to bring a mix of Dark Riders and Dark Shards to do damage. Two to Three units of Blackguard is also fairly common. You’ll want to use units like tomb guard, arrows or the chosen of the gods to bring down the black guard. Another way to deal with the black guard is to use large monsters like the War Sphinx to cycle charge the black guard. You’ll want to have the black guard pinned by a cheap fodder unit 1st.
Having 1 or 2 units of chariots or horsemen are useful for pressuring the backline. Carrions are also useful for chasing dark riders with crossbow
The sample list isn’t anything crazy. The Chosen of the Gods are there to deal damage to the heavy inf of the Dark Elves. The carrion and horse archers are for chasing off dark riders with crossbows. The Tomb Guard with halberds and spear men are for support vs Cold one knights and dragons. The
This list is fairly simple. You’ll want to rush into a fight once the battle starts. Screen your lines with the carrions and the horse archers. The chariot should be used to cycle thru the back lines and hunt shades and dark shards.
Vampire Counts are a forgiving faction in Total War Warhammer because the entire faction is unbreakable and the entire faction causes fear or terror. Factions with low leadership like Greenskins and beastmen suffer when fighting the vampire counts.
The most common vampire count tactic is to pin down expensive units with their cheap fodder. The Vampire Counts also have the ability to summon groups of zombies/skeletons on groups of ranged units. The zombies usually won’t do much damage to a ranged unit but the summon will prevent the ranged unit from shooting.
Crumbling and disintegrating are the downside of having an unbreakable army. Crumbling and disintegrating triggers when the leadership of your unit drops below 0. The unit will take damage until the unit’s leadership returns above 0 or the unit dies. Losing your lord as the vampire is usually enough to cause crumbling to activate. You should think about fielding at least one hero to help support your army in the event your lord gets killed.
Vampire healing form the spell Invocation of Nehek and Cloak of Mist and Shadows will bring models back from the dead. The spell works by healing models first then any left over healing will bring back models from the dead. Other forms of healing such as from the Mortis Engine will heal models but won’t bring models back from the dead...again?
Raise Dead is a very powerful ability. Zombie and Skeletons lack real killing power but are able to tie up units. Skeletons can kill weak melee units like Crossbowmen and Dark Shards. The most common tactics for vampire summons are to pin units in place so that the unit can’t engage or make it so the unit can be charged or swarmed. To use the summon as a rear charge by summoning the unit behind or on top of a enemy uint. This summon will lower the leadership of the targeted unit. Summon units onto ranged units to prevent the ranged unit from firing. The last tactic is to summon a unit on top of your Lord or other unit to allow the lord to get away. The lord can get away because the pursuing unit is stuck fighting the zombies.
Helman Ghorst, Strigoi Ghoul King, Corpse Cart, Mortis Engine, All Regiments of Renown.
Notes and Thoughts About Vampire Counts Units
Zombies and corpse carts
Zombies and corpse carts speed are a real issue. If the vampire counts are facing a faction that has long range missile fire you might be best leaving these units behind. These units just slow down you advance so much that you can’t cover the distance fast enough.
Cairn Wraiths and Hexwraiths and Banshees
These two units do great vs armored units and units that are high AP, however magic damage from units with magic damage or spells will make quick work of these units. All ethereal units also suffer from low leadership. It’s easy to break these units and cause these units to start crumbling. You have to be careful not to get that unit surrounded.
Mortis Engine and the Claw of Nagash
These are among the best units in the vampire count rosters. Rarely is this not worth taking. These will be the top target for your opponent. Most counters vs vampire counts will include ways to bring down your mortis engine. Keep the mortis engine near where the most enemy units are engaged.
VC Vs Beastmen
Beastmen players tend to bring Lore of Death vs Vampire Counts. The Beastmen player tend to use Spirit Leech to attack your lord or Heroes. Banshees are especially weak to Spirit Leech, but Banshees are very good at fighting giants, shamans and low armored targets. Bringing a Banshee can be a very risky gamble. Fate of Bjuna will be cast on any of your ethereal units first then on Blood Knights next. Try to keep an eye on your ethereal units or Blood Knights to avoid losing the unit to a well timed Fate of Bjuna.
Centigors with throwing axes are also common because the Centigors with throwing axes are able to beat Dire Wolves in combat. You’ll have to use a combination of spears, wolves, summons or cav to push off the Centigors.
The beastmen are weak to flyers. The vampire count player can use a combination of flyers to pull the Beastmen anti-large out of position. You can always use your zombie summons to help your units escape and pin down the Beastmen Unit.
The beastmen frontline tends to be a mix of Gor Herds and Bestigors. The Gor Herds do very well at cutting through cheap fodder units like Skeletons and Zombies but suffer vs units like Grave Guard. The Bestigors on the other hand do very well vs Graveguard but suffer from getting tied up by cheap fodder units like zombies. You’ll want to try and tie up the Bestigors and bring down any Gor Herd or Ungor Herd first.
VC Vs Bretonnia
Bretonnia has the ability to bring a lot magical melee units. These units, like Grail Knights, will make quick work of any ethereal unit. Taking flying units can be risky for the Vampire Counts. Generally the faction that invests more into the sky will win this fight. The Bretonnians are faster in the air and have the ability to get away from the vampire flyers. Vargheists aren’t much help in the fight for the air.
The bretonnian infantry isn’t much of a threat to units like grave guard. Battle pilgrims will make quick work of any fodder unit that the Vampire Counts will bring. The bretonnian archers with their ability to bring fire arrows can be a threat to units like Mortis Engines and Crypt Horrors.
Ethereal Units are not recommended in this fight. Bretonnia’s best units all do magic damage and will quickly take off units like Hexwraiths off the battlefield. You’re better off trying to use Blood Knights for a cavalry engagement.
Bretonnia also has access to fire ranged attacks. The fire ranged attacks if unmolested will make quick work of any large model unit like Crypt Horrors or Mortis Engines that are vulnerable to fire. You’ll want to get a summon or a fodder unit like Dire Wolves on them as quickly as possible.
VC Vs Dark Elves
The Dark Elves can’t fight in the skies against the Vampire Counts without investing a lot points. The only flying units the Dark Elves can bring are harpies, Black Dragons and Lords. Most Dark Elf players won’t try to win the battle in the sky. Dark Elf players will try to punish the Vampire Counts when they land. Most Dark Elf players will bring two Witch Elves to pin monsters and lords and allow units like the Black Guard to bring down the Vampire Counts’ flyers.
The common ranged units are the Dark Riders with Crossbows or the Corsairs with hand bows. The Dark Riders are popular because they're high speed allows them to get away from summons and chase after your lord. The Repeater Crossbows with their high AP damage can do a lot of damage to your lord. The Hand Bows have decent melee stats and can fight off summons and even hold their own vs units like Fell Bats and Skeletons.
Witch Elves are the biggest threat to your lord. If the Witch Elves are able to cause your lord to rampage it’s generally game over for the Vampire Count player. You’ll need to be very careful about using your lord into melee. Check to make sure that the Dark Elves can’t pin your lord before sending your lord into combat.
Dark Elves also a lot of resources for cutting through cheap fodder. To prevent losing your front line too quickly the Vampire Count player will want to have some Grave Guard to help bolster the line.
VC Vs Dwarfs
The Dwarfs can be a difficult match up for the Vampire Counts. Dwarf players tend to bring Slayers and Bugsman’s Rangers. Bugsman’s Rangers pose a threat because Bugsman’s Rangers are able to defend themselves vs most units and if they focus fire they can bring down large monsters very quickly. Slayers can also bring down your large units very quickly.
To deal with slayers you can try to pin them in place with cheap fodder units or you can try to get a heavily armor unit like grave guard onto the Slayers. The heavy armor of the Grave Guard is difficult for the Slayers to get through.
To deal with Dwarfen range you need to pin them down with summons and then try to get a unit like Black Knights to break through the line and run down the Dwarfen ranged units.
You also need to expect so see a Thane with Tormentor Sword. The Tormentor Sword will allow the dwarf player to pin some of your units in place while allowing Slayers or ranged units to collapse on the pinned unit.
Fell Bats are always worth thinking about vs the Dwarfs. Fell Bats do a great job vs the Dwarfen flyers. If the Dwarf player doesn’t bring any flyers then you can always use your bats to pin down artillery or missile units. Fell Bats are very weak to missile fire and you’ll want to try and swing your bats around at an angle or the side to avoid most of the damage that the missiles can do to you. Fell Bats are made to die so don’t feel bad if they do.
The Dwarfs have a lot of units with Charge Defense Against Large. To get around this try to pin units before charging in. By pinning the unit you’ll be able to get a charge off on the side or rear which ignores Charge Defense Against Large.
VC Vs Greenskins
The Greenskins suffer vs fear and terror so most Greenskin players will take Black Orcs and Savage Orcs in their front line to make up for their weakness to fear and terror. Black Orcs and Savage Orcs (while their leadership is high) are immune to the effects of fear and terror. A lot of Greenskin players also like to go with a Giant because the Giant has higher leadership and does very well vs larger models.
Mogrubb's Mangy Marauders are also a very common pick. The Greenskin player will try to put pressure on any high value unit you field that’s exposed. A unit of fell bats is usually worth taking to chase down the Mangy Marauders or dire wolves. You’ll also want a way to shut down the goblin/orc archers. Those archers can put a lot of pressure on your large models and your lord.
A common pick for ranged support are the Rusty Arrowz with Orc Arrow Boyz. The Orc Arrow Boyz do well in combat vs fodder units like Zombies and Skeletons. The biggest threat are the Rusty Arrers because they lower the armor and allow the other missile units to do more damage. Try to focus on the goblins first even if it means losing a unit.
The two more common lords are Azhag and Wurrzag. Azhag has access to Lore of Death and will generally be used the same way as described in the Beastmen Section. Wuzzah has a few abilities that make him dangerous. His ability to pin units in place means that your lord can get isolated and focused on. You’ll need to send units to Wurrzag busy.
VC Vs High Elves
The first question for this match up is do you think the High Elf player will take High Magic with The Tempest. The Tempest will shut down all of your flyers. If your lord is a flyer your lord will be the first target and it’s very possible that you will lose your lord in the opening two minutes of the battle. A lot of High Elf players will also try to use a lord sniping tactic vs Vampire Counts. Expect to see dragons hunt down your lord. You’ll want to keep an Invocation of Nehek ready if you see your opponent trying to snipe your lord.
One way to help protect your lord is to keep a unit of Blood Knights or Dire Wolves near your lord. The Dire Wolves won’t do much damage but will slow down large models to buy you time. When the dragon land swarm with the Blood Knights and Dire Wolves and pull your lord out. If you think your opponent is going to use a lord on dragon the Red Duke is decent pick because El Syf will slow and weaken the enemy lord when the lord lands.
Lothern Sea Guard are also a common pick because the Sea Guard are able to defend themselves against zombie summons. You’ll want to shut down the range as soon as possible. A Necromancer on a steed can be useful in running behind the High Elf line and summon units to prevent the high elf units shooting.
This is one of the few matchups that ethereal units like Hexwraiths can do well. The Chillghiest for example slow enemy units around it so when something like a dragon or Dragon Princes attack you’ll be able to slow the enemy down and swarm. The low Hit Point pool of ethereal units mean that they suffer a great deal vs breath attacks. It can sometimes be a risky pick but can be very rewarding.
Zombies and Corpse Carts are not recommended. The High Elves have access to a lot of very long ranged units. The Zombies will slow your advance and this will generally by the High Elves time to pick apart your more valuable units. You can bring zombies but you’ll have to have the rest of your forces far behind the zombies to avoid getting picked apart.
VC Vs Skaven
Expect the skaven player to bring howling warp gale. Because of this try not to have your flying units next to each other until it’s safe. The skaven will use the howling warp gale to either pin a unit to prevent an attack or to pin the flyer so that warp lightning cannons or poison wind globadiers and slings can do some damage.
You should also expect a Screaming Bell or Plague Furnace, some Rat Ogres and maybe a Doom Wheel. Most skaven players also like to take Lord Skolk to try and snipe your lord. You’ll want to have units like Blood Knights or Terrorgheist to help bring down these large units. Crypt Horrors can also do some decent damage as well.
The Skaven have access to a lot of magical ranged damage. This access to magical ranged attacks makes taking ethereal units against skaven very risky.
Skaven’s low leadership means that having cheap mobile units like black knights and dire wolves useful in running rear charges to try and break the skaven leadership. You can then use the cheap mobility units to run down units that break.
Fell Bats and Direwolves are always worth thinking about. These units can be sent straight after units like Warp Lightning Cannons to prevent them from shooting. The Direwolves are also decent at hunting down Gutter Runners and Slings which can give you some problems.
I would avoid bring a lord on foot vs the Skaven. The Skaven have a lot of tools that can punish lords on foot. The large mass of Screaming Bells and Doomwheels for example can keep pushing your lord over. Some Skaven players also like to bring Assassins which can easily hunt lords on foot.
You’ll want a good mix of large model units and infantry. If the Skaven player goes for a rush build you’ll need to use your large units fast units to pick off the weak for a long as possible and delay that infantry fight. If the Skaven player goes for more of a stand back and shoot army you’ll need to quickly move and shut down the Skaven Range.
VC Vs Lizardmen
The Lizardmen match up is a bit of a cat and mouse game. Lizardmen players tends to field Kroq-Gar and a Scar Veteran to hunt lords, Terrorgheists and Blood Knights.. The lizardmen can only field so many anti-large units. As the lizardman player try to pounce on your anti-large you’ll need to run away with the target unit and strike somewhere else.
Something else to watch out for is High Magic. If you decide to bring Terrorgheist just be away that the Tempest can quickly shut down the Vampire Count flyers. It’s not a common pick but it is a dangerous pick.
Skinks can also cause a few problems. The poison debuff from the skink ranged units can always cause problems. Because skinks are so popular you’ll want to think about taking a unit or two of Black Knights (with or without lances). The Black Knights can quickly ride down any skink and are usually fast enough to withdraw to the support of other vampire units if needed.
Flock of Doom and Wind Blast are the two most common spells in this match. This just means that you’ll want to avoid having your units blob up. If you see that you have two of more units on top of each other pull back one of the units and try to reposition it.
Sauruses, Stegadons and Basildons can make quick work of your front line. The Stegadons and Basildons will do very well vs blobs and armored units. The Sauruses will cut through fodder quickly. You’ll need to think about how you want to approach this problem. Usually a mix of Grave Guard and fodder units are best.
VC Vs Norsca
VC Vs The Empire
The empire usually tries to snipe your lord with nets and black powder weapons. Also expect at least 1 unit of Demigryph Knights with halberds to hunt down your monsters and characters. Most empire players will bring the silver bullets to counter any ethereal units.
Flagellants are a common pick to help cut through the fodder units of the vampire counts. If you decide to bring grave guard try to get the grave guard on the flagellants. The high armor of the grave guard will prevent most of the damage from the flagellants.
Empire players also tend to use spearmen to protect their flanks and backline. You can try to use fellbats to fly over and hold the ranged units, summons or sneak in some dire wolves.
VC vs Tomb Kings
VC Vs Warriors of Chaos
Most chaos players are going to bring a fair amount of halberds to deal with the vampire counts large units. Chaos is fairly susceptible to the monsters of the vampire counts and this is why you’ll see a fair amount of halberds. Grave guard can do ok vs chaos warriors but will lose badly to chaos warriors with great weapons.
You might also see a few chaos marauders horsemen (with axes) to put pressure on your flyers or monsters. One or two units of direwolves or the direpack is usually worth taking to chase off the horsemen or pin down large units.
Because of chaos’ lack of range you can get away with a lot of fodder units like zombies to pin down the chaos infantry. If you do go for a fodder style army you’ll want to take out units like forsaken first.
Shaggoths are also a common pick to deal with blood knights and terrorgheist.
VC Vs Wood Elves
This can be a very difficult matchup for the vampire counts. The most common pick wood elves will take are a mix of eternal guard and wardancers with spears. Wood elves also tend to bring 2 units of glade guard with star fire shafts because they do fire damage and have high armor piercing.
Most players will use a glade lord on a dragon for the ability to pin your lord or high value unit and allow the star fire shafts to open fire. Durthu is also a fairly common pick. Durthu (and treemen) is difficult to deal with when surrounded by spears.
Some thoughts for this match up. Dire wolves and fell bats are decent at pinning units or swarming archers. Fell bats don’t really have the ability to kill but can pin units long enough for other units to get involved.
(waiting on the Tomb Kings patch, if Chaos gets their Regiments of Renown then the play style changes up a lot)
The Warriors of Chaos (Chaos) are fairly one dimensional faction without their Regiments of Renown. Not as one dimensional as Vampire Counts or Bretonnia. Chaos can win any ground engagement with the proper army build. Chaos is also gifted with a lot of relatively cheap well armored troops. Chaos also as access to Lore of Death and Shadows both of which are very good lores of magic and add options for Chaos.
One of the more overlooked units in the Chaos roster are the Chaos Marauders Horsemen. The Horsemen add the only real range option for Chaos. The Hellcannon can be very hit and miss and isn’t always worth it.
One strength of Chaos is the range of lords that Chaos has access to. Chaos has 4 caster lords, 2 melee lords and 2 monster lords. This makes it difficult for your opponent to guess what you’re tactic might be.
Notes and Thoughts About Warriors of Chaos Units
These are the cheap fodder of the Chaos army. Marauders provide some cheap answers that are often overlooked. Most players will bring a lot of armor piercing units vs Chaos and you can make your opponent waste their resources on these cheap fodder.
Chaos Spawn lack real punching power. Armored units will chaos Chaos Spawn a lot of trouble. They usually aren’t worth bringing. The regiment of renown Chaos Spawn unit overcomes a lot of the drawbacks but are not currently available as of the writing of this guide.
Missile Cavalry (Marauder Horsemen)
This is Chaos’ only option to put pressure on your opponent's monsters or lord. They can do very well because they force your opponent to react and move else they’ll take a lot of damage.
The Hellcannon is a fun pick and if you can manuel aim the Hellcannon you can snipe off your opponent's artillery. The Hellcannon can get destroyed by things like dragon’s breath. The Hellcannon also isn’t that accurate and with the slow fire rate won’t always pay for itself.
Chaos Vs Beastmen
The Beastmen players tend to bring a lot of anti-large in the way of Gorebulls, Minotaurs with great weapons and centigors with great weapons vs Chaos. Beastmen players also tend to go with Bestagors to fight the Chaos front line of Chaos Warriors.
Shaggoths and Dragon Ogres can do very in this match up. One or two units Chaos Warriors with Halberds can give some much needed support the Shaggoths and Dragon Ogres.
Beastmen can also struggle vs chariots. If you think you’ll be fighting a player that is going to bring a lot of infantry a Chaos Marauder Chariot or Gorebeast Chariot is worth thinking about.
Chaos Vs Bretonnia
Bretonnia players tend to use a mix of foot squires and cheap fodder. Footsquires with their decent armor can do ok vs forsaken however the best answer to forsaken as Bretonnia is to use cavalry. Bretonnia also tends to bring questing knights to punch through Chaos infantry. Bretonnia currently doesn’t have any good answers to Shaggoths. The low armor of the Dragon Ogres makes them somewhat susceptible to Knights of the Realm and Grail Knights. Bretonnia will have to have support from their infantry to win fights against.
Chaos Vs Dark Elves
The Dark Elves are one of the few factions that can stand in the front line. Har Ganeth Executioners can beat any Chaos Infantry. To win the fight vs the Executioners you’ll have to support the fight with magic, monsters, knights or chariots.
Dark Elves also have access to cheap armor piercing missile units. Dark Elves generally take Dark Shards or Dark Riders with Repeater Crossbows. Chaos Warhounds are good for chasing off Dark Riders and pouncing on Dark Shards.
Just like with any match up Witch Elves can cause a lot of problems because of the rampaging. Try to get a unit with high armor or missiles onto the Witch Elves if possible.
Chaos Vs Dwarfs
If the map allows it most Dwarfs will bring artillery like Organ Guns. The Organ Gun can do a lot of damage to Chaos Infantry and Chaos Knights. The Dwarfen range is the biggest threat to Chaos. THe Chaos player needs to think about how to stop the Dwarfen range. Chaos Warriors with Great Weapons can do very well in this match up.
Dwarf players also tend to bring 1 or 2 units of Gyrocopters. The only real answer Chaos has are the Marauder Horsemen with throwing axes. The Gryocopter speed is greater than any of the Chaos Flyers.
One of the big threats to Chaos are the runesmiths. Runesmiths can cause a lot of damage to the Chaos units over a long time. If possible try to get rid of the Runesmiths first.
Sample Build (Provided by Turin)
Kholek: Lord of the Storm, Stand or Die
Lore of Metal: Plague of Rust, Transmutation of Lead (waiting on Turin to confirm)
The Front line should be the the Chaos Warriors and Marauders with Great Weapons as shown. The Forsaken should be on the left and right flank. Kholek and the caster start behind the line. The Chaos Knights with Lances and the Gorebeast Chariots should be on the left and right flanks as well. The Chaos Marauder Horsemen with throwing axes are to be placed as you see fit.
The Great Weapons are for fighting in the front line. Kholek should hunt characters. Kholek’s mass will allow him to move around and get away from dangerous units. Try to get the Forsaken onto the Slayers then ranged units. The Chariots and Chaos Knights are for hunting exposed units. The horsemen are to help with Gyrocopters and if there are no Gyrocopters then focus on high value units like Ironbreakers and Hammers.
Chaos Vs Greenskins
Greenskins tend to bring a mix of Black Orcs and Boar Boy Big ‘ums. The Black Orcs will beat anything short of Chosen with Great Weapons. Azhag the Slaughter is the most common lord pick vs Chaos. The Lore of Death can put some good work in vs the Chaos Warriors.
Forsaken can do a fair amount of damage vs Boar Boy Big ‘ums. Boar Boy Big ‘ums lack armor make them susceptible to forsaken. Most Greenskin players will also try to get the Chaos large models into a fight vs Orc Boy and Savage Orc Boy Big ‘ums.
Most Greenskin players won’t take Large single model entities.
Chaos Vs High Elves
High Elf players tend to take two dragons in this fight. Because chaos can’t field that many dangerous flyers most high elf players will use lore of life. Lore of Life will help keep the dragons alive. Another common tactic is for the High Elf player to snipe the Chaos lord with the dragons. Your best options are to either to try and tank the damage with Kholek or Sigvald or just accept the lost and take a bare minimum lord and try to bait the dragons into a trap.
SwordMasters will beat any Chaos infantry but will do poorly vs the Chaos Knights and Monsters. Lore of Light can also be a common pick vs Chaos. If you see a Lore of Light wizard you’ll need to be care not to let your Large Monsters get caught by a net and Phoenix Guards.
The High Elf range usually isn’t much a threat to Chaos and most High Elf players won’t take ranged units because of this.
Chaos Vs Skaven
Skaven players currently try to smash your Chaos Infantry with a mix of Rat Ogres, Screaming Bell, Plague Furnaces and/or Doom Wheels. As the Chaos player you’ll need to think about how to stop these large models. Shaggoths can be a decent pick vs Chaos because of this. Chaos Warriors with Halberds can’t hold Doom Wheels or Furnaces in place long enough.
Forsaken will punch through most Skaven infantry but will suffer vs the large models. The Skaven range can do a lot of work vs the Chaos Large models. The Chaos player will have to think about how to put pressure on the Skaven range to help protect the large models.
Chaos Vs Lizardmen
This is usually a Kaiju battle or a battle of the monsters. Lizardmen Players usually take Kroq-Gar with the support of Carnosaurs or Saurus Scar-Veteran on Carnosaurs. Dragon Ogres and Shaggoths do very well vs the Lizardmen large dinos. Saurus Warriors can also struggle vs Chaos Warriors with Great Weapons.
Skinks are always a common pick. Chaos Poison Warhounds are pretty good at chasing down skinks. The Warhounds can also help slow down lord and dinos. This will allow your anti-large to chase down the targets.
Chaos Vs Norsca
Chaos Vs The Empire
The Empire tends to rely on their black power units to do their killing. Greatswords will perform very well forsaken and are the most common counter to forsaken. Forsaken will make short work of any unit that’s not a Greatsword.
Lore of Light is also the most common pick vs Chaos because of nets. Nets are used to pin your lord or large models.
Chaos Vs Tomb King
Chaos Vs Vampire Counts
The Vampire Counts usually like to do most of their killing with large models like Crypt Horrors, Terrorgheist and Lords on a Dragon. The most difficult model for Chaos to deal with is the Mortis Engine (and Claw of Nagash). The Mortis Engine is vulnerable to Fireball spells so much Vampire Count Players will go with the Claw of Nagash because the Claw of Nagash has magic resistance.
Vampire Counts will often tie up most of their points into Terrorghiests and Bloodknights and then take units like skeletons and zombies to tie up the Chaos Infantry. As the Chaos infantry cuts through the fodder the Mortis Engine/Claw will drain the health of the Chaos units.
This match tends to become a big mob fight. Grave Guard need support in the way of spells or abilities to be able to stand up to Chaos Warriors with Great Weapons.
Chaos Marauders’ leadership is too low to be that useful in this match up usually.
Chaos Vs Wood Elves
This match up tends to be pretty wild. There are a lot of viable tactics that the Wood Elves can take and each army has very different approaches that are needed to win. Most Wood Elf players will bring either a Glade Lord on a Forest Dragon or Durthu. Because the threat of Durthu, Tree Kin and Treemen you’ll need to bring some anti-large.
Wood Elves can also bring a lot of different flyers. Hawk Riders do very well at causing players to get angry and make mistakes. Marauder Horsemen do decent at pushing off Hawk Riders. Marauders Horsemen are the only real answer Chaos have to the Hawk Riders.
Forsaken do very well vs all the low armor units but will suffer vs the high armor Wood Elf units and Wild Riders. Wild Riders can quickly pick apart isolated Chaos units.
Glade Guard with Star Fire Shafts can also make quick work Chaos units. The Chaos player will need a way to keep pressure on the Wood Elf Range or else risk losing high value units.
Thank you to Sarmatian for helping writing this section
The Wood Elves are one of the hardest factions to get used to. A lot of the strengths of the Wood Elves comes from the Wood Elves ability to stay mobile. Mobility is a difficult topic to teach and takes a lot of trial and error to learn.
One of the goals of the Wood Elves should be to to try and kite or pull units out of position and then use their speed to pounce on the isolated unit. The Wood Elves more so than any other faction is to use a concept called friction. Friction is basically causing your opponent to make mistakes.
High armor can be a problem for the Wood Elves’ infantry. The only melee options for dealing with high armor are Wildwood Rangers, Forest Dragons and lowering armor through spells or abilities. One option is to deal with armored units with AP missiles from Way Watchers and Starfire Shafts.
Wood Elves can generally approach every battle in two ways - static and mobile. Static is a more traditional way of fighting battles, with melee infantry deployed in the front, followed by a ranged contingent usually consisting of Glade Guard, with anti-large units and cavalry deployed to protect the flanks and back line. Glade Guard with Starfire Shafts are an effective way of dealing with high armor enemy units while units like Dryads and Wardancers can overpower most unarmored melee units. A slight variation of this approach is using Eternal Guard as holding unit for the front line, and by using a higher number of archers than usual. Eternal Guard is than used as an anchor to hold the enemy in place while archers do most of the killing.
Mobile, or skirmish oriented approach, usually requires more skill to pull off. It consists of using mobile skirmishers like Deepwood Scouts and Waywatchers for the core of the army. Their accuracy, mobility and damage dealing potential is unmatched by any other faction’s skirmishers. While they can deal a lot of damage, they are very squishy on their own so they have to be protected. Wild Riders usually form a great mobile protection force for them, and they can further be supported by Sisters of the Thorn and Asrai Spear Wardancers. There are very few, if any, melee infantry units in this tactical approach and their main use most often is to tie up enemy units while skirmishers and Wild Riders do the killing. Against some factions, mounted archers could be used instead of foot skirmishers. They don’t have the same damage dealing potential but they are much easier to protect due to their speed.
Notes and Thoughts About Wood Elf Units
Sisters of the Thorn
Sisters of the Thorn are a very good support unit. Don’t be fooled by the very high missile damage on the unit card - they don’t have the accuracy, range or enough models to be an effective ranged damage dealer. With very low HP and lower number of models, they are quite vulnerable, their only saving grace being 50% physical resistance which allows them to last longer in combat than their stats would suggest. If the opponent has magical attack, however, they will start dying fast.
The primary reason for bringing them is that they can cast two very powerful spells without spending Winds of Magic. As they are quite expensive, whether they pay for themselves is usually dependent on whether they cast those spells in opportune moments.
They can be useful in almost every match up, but bringing more than 2 is not recommended, while 1 is often enough. They are very powerful spellcasters, and a decent all round unit that can be used to slow down and weaken the enemy with poison, fight weaker foot skirmishers in melee and charge enemy units that are close to routing. Their only flaw is that their spells start on a very long cooldown.
Glade Riders are the best mounted archers in the game. At 150m, their firing range is longer than many foot archer units. Their relatively high cost and low armor piercing damage makes them unsuitable for the role of primary ranged damage dealer in Wood Elven army, but they are excellent as a harassing force that can be used to pull enemy units out of position. Their high speed makes them nigh uncatchable, especially the poison variant as it also applies a speed reduction on the enemy unit. While they can be useful in almost any match up, they shine against factions with many low armored units and against faction with lower range foot skirmishers.
Hawk Riders are one of the few flying skirmishers in the game. They boast a respectable firing range at 150m and good damage per missile but their low model number, high cost and relatively long delay between getting in position and starting to fire lets them down. Still, they can be useful against certain factions like Warriors of Chaos and Vampire Counts, and even Beastmen. Besides being a very mobile missile platform, they have an armor piercing melee attack and decent charge bonus, so they are often used to charge already engaged enemy units in the back.
Their high mobility allows them to get into a perfect position for rear charge quickly and easily. They have almost no staying power so they should never be allowed to stay in a prolonged melee fight, but should constantly cycle charge already engaged unit, ie charge-retreat-repeat.
Great Eagle is a flying melee monster unit, available to Wood Elves and High Elves. On its own, it is not considered a great pick, as it lacks armor piercing damage, and is also very vulnerable due to low armor and relatively low health. Its strengths are high speed and mobility, so it can be used to quickly pounce on isolated spell casters, foot archers and artillery pieces. It can offer certain strategic advantages simply by being present in the battle, like forcing the opponent to leave stronger units behind to cover his own backline, units that could otherwise be used in the main front line engagement. It requires a lot of attention to be used effectively and whether it pays for itself often depends on the opponent’s army.
Great Eagle can also be used as a mount option for some lords and heroes and it is much better in that role. It especially excels as a mount for Wood Elven Glade Lords, offering unprecedented mobility, allowing them stay safe from harm and get in the good position to fire and use their abilities.
Wild Riders are a very powerful tool Wood Elves can use against their enemies. Like most Wood Elven units, they lack the protection afforded by armor and have relatively low health. On the upside, they hit almost as hard as unit of heavy cavalry while they are only few points of speed shy of light cavalry. In addition to that, they are the only cavalry unit that is equipped with silver shields, giving them a 55% protection from all missile attacks from the front, and they can be vanguard deployed. Also, while most cavalry units have penalties when fighting in the forests, Wild Riders actually have a bonus. Only the most elite of cavalry units can hope to match Wild Riders in a one on one fight in the forest. Optimal use of Wild Riders is often the difference between victory and defeat, especially in more skirmish oriented builds, as they can be vanguard deployed to protect Wood Elven skirmishers, particularly from enemy light cavalry, which can’t hope to match Wild Riders.
Their high Weapon Strength and decent AP damage allows them to take on even medium armor cavalry, but they will struggle against elite heavy cavalry, with armor values of 90 and more, and against anti-large cavalry. A combination of Wild Riders and Asrai Spear Wardancers is a very effective, although expensive, way of dealing with enemy heavy cavalry.
Durthu is an Ancient Treeman lord option for Wood Elves. He has access to Lore of Beasts, which has some very useful buffing and direct damage spells. He is also a very competent melee combatant on its own, with high Melee Attack and Melee Defense value, and a good amount of AP damage. With a 100 armor and 20% physical resistance, he can last a very long time in combat, but will still be outclassed by more powerful melee lords, like Kholek and Kroq-Gar.
His main weaknesses are his great size and lack of speed, that make him vulnerable to missiles and anti-large infantry. Even though he is a spellcaster himself, a prudent choice would be to have a spellcaster that can heal accompany him. He’s a decent pick, but not the most competitive lord option Wood Elves have.
Durthu is recommended when a Wood Elf player would like to stand and fight.
WE Vs Beastmen
This is a quick pace match up. Bestigors are one of the most dangerous picks that the Beastmen can bring to the Wood Elf matchup. Wardancers and Dryads perform very well vs Gor Herds and Ungor Herds. Should be noted that Gor Herds can make quick work of Eternal Guard. Some of the common ways to deal with Bestigors is to use ranged units and cycle charging with Wild Riders. Depending on what spells you decide to go with, you might be able to weaken the unit with spells.
Beastmen players also like to use a lot of Centigors because Centigors are cheap and can chase down the Wood Elf skirmisher. Centigors are a very large threat to Wood Elves. While they are outclassed by Wild Riders, their low price means that Beastmen player will always have numerical advantage in those engagements. Centigors in combination with Poison Warhounds make protecting your backline a real challenge.
A few units of Glade Riders with Hagbane tips can work well in this match up, as they are hard to catch due to their high speed and poison attack and they can do decent damage to mostly poorly armored Beastmen troops. Sisters of the Thorn are a good pick for the same reason, as well as their useful spells.
Wild Riders can be very effective in this match up, but Wood Elves’ players should be aware that Wild Riders will almost certainly be outnumbered by Centigors. Cygors can be a large threat to static Wild Riders and Beastmen also have access to some very dangerous spells in the Lore of Death which can almost delete an entire unit of Wild Riders.
Have the Dryads, Durthu and the Branch Wraith in the front. Keep your Heroes in the middle of the Dryads. The WarDancers are behind the front line. The Sisters of the Thorn can up placed up ahead of the formation with the Wild Riders in the back for support.
The army has two parts. The Durthu part is to hold. Durthu will do a lot of damage to Beastagor Herds. The Dyrads will work through Gor and Ungors Herds very quickly. The Wardancers are for hunting any large model like Gore Bulls that will try to attack Durthu.
The mobile force is for rolling up the flanks. The Sisters of the Thorn can hunt Centigors with throwing axes. They will beat them in combat. The Wild Riders are for rear charging and supporting the Sisters. The Forest Dragon should be moved as needed. Save the Dragon’s breath for any location that the Beastmen mob up in.
WE Vs Bretonnia
Wood Elves have a harder time fighting Bretonnia than most other factions do, due to Bretonnian inexpensive and efficient foot and mounted archers and very powerful cavalry options.
This match up tends to be a lot of charging and counter charging. One of the most dangerous units in this matchup is actually the Mounted Yeomen Archers. A crafty Bretonnian player can keep pressure on units like Wardancers with Asari Spears and WildWood Rangers. The Mounted Yeomen Archers do a surprising amount of damage to these units. Calvary engagements can also be very risky. Bretonnia has access to a lot of cheap anti-large calvary and Wild Riders will need support of ranged units or spears.
Battle Pilgrims and Foot Squires do very well vs spear units. If you want to win the front line you’ll want to either thin out the front with range or support with magic. Usually the front line isn’t an issue. Bretonnian players tend to use a lot of cheap fodder to tie up your lines and let the cavalry do the killing. A unit or two of Wardancers or Dryads can be useful at cutting through the fodder.
Another very common Bretonnian army includes a number (2-5) of Peasant Bowmen with Fire Arrows. They have a good range of a 160m, and their biggest weakness, absence of AP damage on their missiles is not a problem as Wood Elves have little armor. Wood Elven troops that are decently armoured - tree spirits like Dryads, Treekin and Treemen are very vulnerable to fire and suffer an additional 40% damage from fire based attacks, making fire arrows an optimal choice against the Wood Elves roster. As Bretonnia has access to a very cost effective anti-large cavalry, using Wild Riders to disrupt the enemy back line is a risky proposition. A possible answer is using Glade Guard with Hagbane tips to kill Bretonnian archers before they do too much damage to Elven front line while keeping Asrai Spear Wardancers close by to give pause to any Bretonnian cavalry that may wander too close to your own archers.
Bretonnia is also one of the few factions that can match Wood Elves in the air, so a good rule of the thumb when facing Bretonnia is either go heavy in air or don’t go that route at all.
WE Vs Dark Elves
Wood Elves are one of a few factions that have an advantage over Dark Elves. The main reason for that is that one of Dark Elves’ greatest strength – access to a lot of ranged armor piercing damage is wasted on unarmored Wood Elven units.
Wood Elven skirmishers outrange their Dark counterparts and are the key to victory in this match up, so the plan should be to delay melee as much as possible. Glade Riders work very well in that regard, as they outrange all Dark Elven ranged units. Their speed allows them to always stay out of reach of enemy cavalry and foot skirmishers, and can be a very effective harassing force.
Because of the Wood Elves’ ranged advantage Dark Elf players tend to bring either Dark Shards with Shields or Black Corsairs. You may also see the odd Reaper Bolt Thrower to force the engagement or to apply pressure on Wood Elf flyers and calvary. Another common answer to dealing with the Wood Elf range is to use two units of Dark Riders. Dark Riders will lose in melee to the Wood Elf Cavalry but their quick speed and cheap cost makes them attractive to Dark Elf players.
Foot skirmishers could be used for the same purpose as mounted skirmishers, offering higher damage dealing potential at the price of higher vulnerability. Deepwood Scouts with Swiftshiver Shards have great damage dealing potential, but require a mobile protection force, usually a combination of Wild Riders and Asrai Wardancers or Wild Riders and Sisters of the Thorn.
Dark Elves players will bring a larger number of weaker units more often than an elite force. Malekith is the lord of choice, usually on a Cold One or Chariot mount and sometimes on foot. Malekith on a dragon mount is usually a huge liability, as such a huge target is a dream come true for Wood Elven skirmishers.
The Dark Elf front line tends to be a mix of Dread Swords/Spears, Corsairs and Witch Elves. The Corsairs can give problems to Dryads and Eternal Guard. Wardancers, Wildwood Rangers and Wild Riders will all do very well vs most Dark Elf Infantry. Units with heavy armor like Black Guard and Executioners should be focused down by ranged units if possible.
It should be noted that the Dark Elves, with the right build, will win the front line and that the Wood Elves have the advantage in range and skirmishing.
WE Vs Dwarfs
The Dwarfs might be the one faction that can out shoot the Wood Elves and this is because most Dwarfen ranged units have shields. Dwarfs players like to take a few units of Rangers (or Bugsmen’s Rangers) to try and win the range battle. The shields on the rangers mean the elite Wood Elf Ranged units won’t trade efficiently.
Dwarfs players also like to use a very wide line of Longbeards and Dwarf Warriors. Both units are heavily armored for their cost and are shielded. These units will perform fairly well in the front line vs most Wood Elf units. Other than Wildwood Rangers to win the front line your front line will need support in the form of rear charges, spells or ranged fire to win.
Expect about 2 Slayers. The Slayers will make quick work vs the large monsters and calvary of the Wood Elves. Slayers also have high weapon damage and will perform decent vs the Wood Elf Infantry.
Using missile fire on the Dwarves is usually done in two ways. Waywatchers and Glade Guard. Waywatchers can quickly destroy Dwarfen artillery and high value units but you’ll be need to be careful not to waste ammo on low level troops. Try to get side or rear shots.
Glade Glade with Starfire Shafts have reduced damage because of the Dwarfs resistance to magic. Glade Guard matched up with the spell wither (-30 armor) can do well with focus fire. Using the Prey from the Glade Lord plus wither and focus fire and quickly remove a unit from the map.
A pick worth considering against Dwarfs is the hero unit Waystalker. His missiles can pierce and kill several infantry models at once, and since he can fire while remaining in stealth, it is not that hard to get him in a good position from which he can do a lot of damage over the course of the battle.
In general, it is certainly not an easy match up for Wood Elves and is highly dependent on the map itself. Dwarfs will do better on flatter, more open maps, while Wood Elves prefer hilly, uneven terrain with lots of patches of forest which serve as a protection from Dwarf missile units and artillery until Wood Elves get in position.
WE Vs Greenskins
Greenskins are a faction with a fairly deep roster and there are plenty of approaches they can take against Wood Elves. While most of their infantry units can’t match Wood Elves in skill, they are still very dangerous due to their higher than average Weapon Strength, Charge Bonus, high HP pools and lack of armor on Elven units. Wardancers and ranked up Dryads can take on pretty much all Greenskin infantry except Black Orcs.
Greenskin cavalry is for the most part outclassed by Wild Riders, and outside Boar Boyz Big Uns and their Regiment of Renown, Broken Tusk Mob, there isn’t anything that can really threaten Wild Riders, who can usually safe take on and come out on top even in engagements in which they are outnumbered.
Greenskins have a wide selection of archers, and while they don’t have the best range or high accuracy, they can still be very dangerous to poorly armored Wood Elven units if allowed to fire for a long time.
It is not easy to predict what Greenskins will bring against Wood Elves. More elite army of Black Orcs and Savage Orcs can be effective against Wood Elves, just like a very wide army composed of mostly Goblin units could work too. Goblin units have silver shields which offer 55% protection from Wood Elven missiles, making them a popular choice.
Wood Elves should meet them with a balanced army, using Dryads and Wardancers to take on Greenskin infantry, while elite units like Black Orcs should be focused by Glade Guard with Starfire Shafts. Units of Wild Riders and Asrai Spear Wardancers or Eternal Guard can be used to protect the flanks and the back line, and, once that job is done, should be used to pressure Greenskin back line.
Like in most cases, a more skirmish oriented force could be used, but it should be noted that Greenskins have access to a lot of cheap and fast units which can be really hard to fend off. Likewise, Goblin-heavy armies can be difficult to take on with a skirmish army, due to their silver shields and large numbers. It is quite possible that Wood Elves run out of arrows before Greenskins run out of Goblins.
WE Vs High Elves
This is another difficult match up for Wood Elves. A lot of players like to counter pick Wood Elves with High Elves (counter picking is when you pick a faction then your opponent picks after you). The reason for this is that the High Elves can out shoot the Wood Elves and with the low armor for most units in the Wood Elf means that the High Elf Missile units will do a lot of damage to the Wood Elf units. High Elven ranged units not only outrange most of their Wood Elven counterparts, but are also cheaper and carry more missiles, while Lothern Sea Guard can take silver shields (55% missile resistance).
The most common lords are Teclis and Tyrion. Most High ELf players won’t bring dragons vs Wood Elves because of the abundance of cheap spears and missile. Dragon Princes are also a dangerous unit for Wood Elves. Dragon Princes have a 70% resistance to fire and will ignore almost all the damage from Starfire Shafts.
High Elves armies can vary, but usually include a lot of Spearmen, Lothern Sea Guard and Archers, supported by Dragon Princes or chariots.
Wood Elves have little hope with a traditional, balanced army and are usually forced to concentrate in one area, be it melee infantry, cavalry or flyers. Note that the last one is especially dangerous due to Tempest spell, but something it can surprise High Elven player as few dare contest the air against them.
WE Vs Skaven
The typical Skaven tactic vs the Wood Elves is to swarm. Artillery may or maynot be present, this usually depends on the map. Expect to see a lot of Skaven Slaves. The Slaves will be used to make the Wood Elf ranged units waste ammo.
Another common pick pick for Skaven are the Stormvermin (both kinds). The Shielded Stormvermin with their heavy armor are difficult for most of the Wood Elf infantry to push through.
One thing to watch out for is the Skaven range. All the anti-large Skaven missile units also do magical damage and this can cause a lot of problems for units like the Forest Dragon that need their physical resistance to survive. The Skaven Slings out put a lot of shots and this can pick away units without shields.
One good way of dealing with Skaven infantry is using ranked up Dryads. Skaven players rarely bring armor piercing units against Wood Elves and Dryads have a respectable 60 armor value. When ranked up to level 9, Dryads cut through all Skaven infantry except Stormvermin and Plague Monk Censer Bearers, due to their relatively high weapon strength and low armor of most Skaven infantry. The leadership bonus they get from 3 gold chevrons is enough to make them safe from terror routing early, and since they induce fear, it makes them very efficient at scaring off Skaven expendable units while also making themselves immune to fear.
WE Vs Lizardmen
The Lizardmen tend to bring skink heavy armies vs the Wood Elves. The Wood Elves’ low armor units are weak to the skinks’ missiles and Skinks with Javelins are also shielded which reduces the damage that the Wood Elf missile units. Dealing with how to cut down the skinks should be the first thoughts when making an army vs the Lizardmen. Glade Riders, Sisters of the Thorn and Wild Riders all do very well at cutting down Skinks and can do well vs the melee units of the Lizardmen.
Currently, most Lizardmen players will use Skink Chiefs on Terradons to hunt down the low armored characters of the Wood Elves. The Lizardmen large units suffer greatly to the Wood Elves’ anti-large. Most often, Lizardmen armies will involve a core of Saurus Warriors, supported by a lot of Skink skirmishers and one or two Skink Chiefs on Terradon mounts. Lizardmen cavalry is decent and Cold One Spear Riders can give Wild Riders an equal fight. Lizardmen players usually pick Kroq-Gar on his pet Carnosaur as their lord, but Slann Mages are also a fairly popular pick due to their missile resistance.
While most other factions fear Lizardmen dino units the most, Wood Elves have more problems with Lizardmen infantry. Saurus Warriors with Shields will come out on top in 1v1 engagement with Wardancers, and Chameleon and regular Skink Skirmishers can do a lot of damage over the course of a battle.
Wood Elves should take a more balanced build, including Wardancers, Glade Guard with Starfire Shafts, a lot of Eternal Guard and even some Asrai Spears. Effective use of Glade Guard is the key to a win in this match-up.
(build provided by Sarmatian)
Female Glade Lord: Elven Steed,, Eye of Kurnous, Arrow of Kurnous, Prey of Anath Raema
Branchwraith: Call of the Woods, Earth Blood, Melkoth’s Mystifying Miasma, Wither
This is a fairly versatile build that can deal effectively with Dinosaur heavy armies as well as armies that are heavier in infantry and skirmishers.
Deploy Eternal Guard with Shield in the front to absorb potential Skink missiles and to take brunt of the charge of Saurus. Wardancers and Glade Guards should be deployed behind them. Eternal guard w/o shield and Asrai Spears are to be deployed in the back, to stop any flanking maneuvers by Lizardmen and to move forward in case of big Dinosaurs pushing through the front line. Those can be effectively trapped and separated from other Lizardmen troops by the use of Glady’s Prey ability. Lizardmen players often like to use Kroq-Gar to push through to the back line, where he can be snared and attacked by spears, before he manages to pull out. If there is no immediate danger of that, Prey could be used to snare those annoying Skink Chiefs and put them out of their misery. Arrow of Kurnous deals good damage but is generally imprecise, so is should only be used on already snared characters. Think of it as a combo.
First priority for Glade Guards is taking out Revivification Crystal, then weakening Lizardmen front line troops and taking out characters like Skink Chiefs and Skink priests, and other dino units like Solar Engines . Kroq-Gar is a target of least priority, as he has a very weird hitbox on his carnosaur, making a lot of missiles miss against him, even if he’s snared. If he does try to reach your back line, your spears are a better tool.
Exception to this is Mazdamundi on his Stegadon. Stegadon is a huge target, so pretty much all missiles are going to hit and most often not even healing can save Mazdamundi from falling to Glade Guard during the duration of a single snare.
Use Branchwraith to heal your troops and apply overcasted Wither on Lizardmen frontline, and Miasma to damage and slow down adventurous units of enemy cavalry. Sisters of the Thorn should also be used to buff your own troops and debuff the enemy front line.
WE Vs Norsca
No Norsca yet
WE Vs The Empire
As Empire has a lot of different tools at its disposal, it is hard to predict what will they bring against Wood Elves. In general, Wood Elven infantry outclasses Empire’s infantry, so a mix of Dryads and Eternal Guard works well as a frontline. The only Empire unit capable of defeating them are Greatswords which are usually dealt with by Wood Elven skirmishers.
Empire cavalry is a much bigger issue, as they usually have high armor and carry shields, and can overwhelm Wild Riders. Asrai Spear Wardancers can use their high speed to quickly bridge the gap and assist Wild Riders if need be.
Most often Empire player will bring artillery in form of Mortars and Cannons. Mortars are not the most precise pieces of artillery but if allowed to fire for a long time, the damage can add up. Cannons are most dangerous to large units, especially Hammer of the Witches Regiment of Renown. They can inflict a lot of damage on Forest Dragons and cavalry.
Wood Elves can approach this match up in two ways - by having a stronger front line that will overwhelm their opponent’s front line, while using Wild Riders and Asrai Spear Wardancers to protect the flanks. Another way is to use the stealth approach, by having several units of Deepwood Scouts. They can be used to quickly take out Empire’s artillery and ranged units, making the rest of the battle a mop up operation. They have to be protected from Empire cavalry by a mobile contingent of Wild Riders, which can be further backed by Asrai Spear Wardancers and Sisters of the Thorn.
WE vs Tomb Kings
WE Vs Vampire Counts
The Vampire Counts can struggle a lot in this match up. Most Vampire Count players are going to bring a lot units and abilities to shut down your missile units. Vampire Count players like to use summons on the back line to pin down the missile units.
The Vampire Counts generally won’t take a straight on engagement vs the Wood Elves because the Wood Elves’ range can do some real damage to the Vampire Count units. You should also expect to see a good mix of Graveguard.
Most Vampire Count players will use Blood Knights for their anti-large because Blood Knights have missile resistance and are shielded. Shots to the front of Blood Knights are heavily reduced.
Protecting your skirmisher against good Vampire Counts players is not an easy task. They can summon units directly on top of you skirmishers, use flyers to simply go over your lines, they have access to probably the best unit of heavy cavalry in the game and can use a chariot type unit like Black Coach to push through your lines. The best way to protect your back line most often is simply not to have it. Glade Riders can outrun almost everything Vampires have to offer while doing respectable damage. Hawk Riders can also be effective, but beware that you have to win the battle in the air before using them to their full potential.
Going heavy in the air is a viable strategy. Combination of Hawk Riders, Eagles and Forest Dragons can easily match any flying units Vampire Counts can throw at you. Additionally, Wood Elves have another advantage, as they are able to support their flyers with skirmishers on the ground. Glade Riders are a great choice, especially the Poison variant as it does magic damage. They can serve as a mobile AA platform in support of your flying units.
(build provided by Sarmatian)
Female Glade Lord: Giant Eagle, Prey of Anaeth Rama
Spellsinger of Life: Giant Eagle, Life Bloom, Earth Blood, Regrowth, Circlet of Power
This an air heavy army that focuses on defeating Vampire Counts first in the air and then on the ground. With two Hawks, three Giant Eagles and a Forest Dragon, this army can take on even 3 Terrorgheists, while fewer than that is little more than a mop up. Glady’s Prey can be used to split them up and defeat them in detail.
Glade Riders can serve as a mobile AA platform or to harass the main body of Vampire army.
Eternal Guard should be placed further away, so that the Vampire army is forced to walk a long distance, allowing the Elven air force to take care of enemy flyers. Spellsinger can even engage in the aerial battle if needed, but she must always be ready to cast Regrowth or Earth Blood if the need arises. Once the Vampire flyers are defeated, Wood Elven air units and Glade Riders should harass and damage main body of enemy army without almost any fear of retaliation.
It should be noted that a lot of potential of this army is wasted if enemy brings no air force. If that proves to be the case, heavy cavalry like Blood Knights, Mortis Engines and chariots should be focused first. Always keep in mind that undead infantry is very slow and that with help of Glady’s snare, it is not that hard to isolate and pounce on Vampire expensive units. Vampire army should be sufficiently weakened by the time it reaches Eternal Guard that getting a win is a formality.
WE Vs Warriors of Chaos
Chaos tends to bring a mix of Forsaken, Marauders and Chaos Warriors with Shields. Most Chaos players will bring Chaos Warhounds and Chaos Knights to put pressure on the Wood Elf skirmishers and back line. The most common lord choice is Sarthorael because Sarthorael has high resistance to missile and magic.
Chaos don’t have many ways to punish Wood Elf flyers. Units like Hawk Riders can do very well vs isolated Chaos units but be aware that Hawk Riders will suffer in prolonged combat.
Very few Chaos player invest much in anti-large because most Wood Elf player bring a lot of elf units. If you do choose to bring units like Durthu and Treekin just be aware that they’ll lose badly to units like Chaos Warriors with Halberds, Dragon Ogres and Shaggoths. Keep your vulnerable units next to units like Wardancers with Asai Spears for support.
Due to high armor of Chaos units, Wildwood Rangers are the safest bet for your infantry core. Eternal Guard will hold for a while against Chaos Warriors but Forsaken will cut through them quickly and efficiently. They are best used used for protecting the flanks against cavalry. Additional support units can include Dryads to keep the Warhounds at bay and Asrai Spear Wardancers, who can really lay the hurt on Chaos monsters and cavalry. A few units of Glade Guards with Starfire Shafts are always helpful.
Alternatively, Wood Elves players can go with a more skirmish oriented build, centered around Waywatchers. Several units of them can devastate expensive Chaos units. This strategy requires more skill to pull off successfully, especially if Chaos player brings a lot of fast units. A mobile protection force of Wild Riders is a must and care must be taken that Waywatchers fire only on priority units to conserve arrows.
(build provided by Sarmatian)
Female Glade Lord: Giant Eagle, Eye of Kurnous, Arrow of Kurnous, Prey of Anath Raema
Branchwraith: Call of The Woods, Earth Blood, Melkoth’s Mystifying Miasma, The Penubral Pendulum, The Withering.
This build is best used on maps with some patches of forests so that most, or all, of your army can be hidden. Waywatchers should be deployed in a good position, with Wild Riders close by for support. Eternal Guard are ranked up to a relatively high level because their only purpose in this match is to hold the enemy for as long as possible. The shield variant can also be used but Chaos doesn’t have many options in the ranged department, so extra leadership is more valuable, in face of fear and terror inspiring monsters. At 87 leadership, those units of Eternal Guard will hold steady practically to the last man.
Waywatchers should target expensive Chaos units and monsters, like Shaggoths and Chaos Knights, whenever possible in combination with Glady’s Prey. Prey of Anath Raema not only snares the enemy unit, it also lowers its missile resistance.. Wild Riders are their mobile bodyguards, whose main job is to protect them from fast enemy units like Warhounds and Horsemen. Wild Riders won’t be able to defeat Chaos Knights so in that case they should be supported by Asrai Spears.
Every effort should be taken not to fire needlessly, as arrows are precious (send Irish, they;re cheap :) ). Waywatchers must always fire on expensive targets, and can only switch to units like Warhounds for a short while if directly threatened. After Shaggoths and Chaos Knights, good targets for Waywatchers are Forsaken who will cut through even ranked up Eternal Guard relatively quickly. Chaos Warriors and Chosen, if present, carry silver shields and are much slower, so they should be left for last. After everything else is taken care, Eternal Guard can engage them while Waywatchers gain a flanking position so that their shots ignore shields. Glady on an Eagle can use her superior mobility to always find a good target to fire on. Arrow of Kurnous should only be used on snared, expensive units. Keep in mind that it works better on characters and single entity units.
Branchwraith should be close by for those heals and miasmas. The Withering is best used to help Wild Riders if they are fighting a heavily armored opponent. Pendulum is a bit of a risk, but there is a good chance that Chaos infantry will blob up while trying to take care of Eternal Guard, or you can simply use it on their line while they are moving, if you’re feeling confident in your ability to time it properly. If used mostly on Marauders, a normal cast in enough, while heavily armoured infantry like Chaos Warriors and Chosen deserve an overcast.
Keep in mind that this is a risky build that requires a lot of skill to execute properly. Maps with patches of forests are best suited for this army. Good Chaos players will pressure you from multiple angles simultaneously, so keeping it cool and not panicking under pressure is important.
There are a lot of variants of this build. The core of it are Waywatchers, Glady and Wild Riders and with the rest you can experiment and find optimal variant for you. Forest Dragon mount is certainly a valid option, or a different caster type, or simply going wider with infantry.
NOTE: This is a general guide. With every update of the game spell stats change. I’ll try to keep the guide updated but just be aware that this section is more general about how to best use spells and that updates might change how effective any given spell is.
Banishment is a vortex spell. This spell is best when used on infantry units. Currently banishment is decent damage spell but Banishment requires groups of infantry to be mobbed up in a group to be useful. Rarely is this spell taken because Winds of Magic used on Banishment are Winds of Magic not used on Net of Amyntok.
This spell adds a bonus to melee attack (to hit) and speed. This spell can be useful when fighting units with high melee defense such as Phoenix Guard. The speed can be used ok when paired with units that are about to charge. Rarely does this spell pay off for itself in multiplayer and most of the time your Winds of Magic are better spent on other spells.
Light of battle makes a unit unbreakable for 25 secs. This sounds like a good idea but this spell only works on units before the unit breaks. If a unit is already broken this spell will have no effect. This spell is just too short to be useful. Light of battle is not recommended in multiplayer.
This might be the most powerful spell in the game. The ability to hold units in place can be very powerful. Setting up combinations with Net of Amyntok (commonly referred to a Nets) and ranged units or charges are a cornerstone of many tactics. This spell should always be considered when using or facing an army that has access to Net of Amyntok.
This spell is decent under used spell. Pha’s Protection does a better job at support a unit that you want to keep fighting that Light of Battle. This spell is best used when facing units with low armor piercing but the extra melee defense helps vs all units in melee.
This is a fairly decent magic missile. Shem’s Burning Gaze does decent damage to any unit that it is used on. Do be aware that like all magic missiles there is a chance that the spell will miss or hurt friendly units.
Chain Lighting is a vortex spell that can output a lot of damage to groups of infantry. The biggest problems with Chain Lighting is that because it is a vortex the spell has a chance to miss and go in a direction that you might not want. Chain Lighting is a risky pick in multiplayer.
-Comet of Casandora
The Comet of Casandora (Comet) does a lot of damage to armored units. If you can get this spell off on center mass of a unit this spell will do a great job. The biggest problem with using the Comet is that the spell takes a long time to go off and your opponent has plenty of time to move out of the way. You’ll want to hold the unit in place somehow before casting the Comet.
-Curse of the Midnight Wind
This is great spell. This spell when mixed with low ap units does a great job. The reduction of armor allows units like Battle Pilgrims and Flaggenants to damage units that they would not normally be able to damage. This spell also reduces the enemy’s ability to hit (lowers melee attack). This spell is always worth thinking about.
This spell is good for a unit that is surrounded. The extra boost to melee attack and defense will help this unit survive or win the fight. This spell is also useful for duels between characters. The extra boost to melee attack/defense can help tip the scales in your favor.
This is a decent spell. Does decent damage for six units of magic. Has a small area of effect. Save this spell for mobs of enemies. This isn’t the best offensive spell in the Lore of Heavens.
If you are facing a faction that might bring a lot of low armored infantry this spell should be considered. Wind Blast with the ability to set the direction of fire can do very well vs low armored units like Witch Elves and Handgunners. If there are low armored infantry (armor below 90) then this spell can do very well.
-Cascading Fire Cloak
This is spell is good for units that have high armor piercing damage such as Shaggoths, Demigryph Knights and Chaos Warriors with Great Weapons. This spell gives a boost in melee defense making the unit harder to hit and increases the AP damage. Units with low AP such as Forsaken and Spearmen aren’t the best units because the increase in damage is fairly low. For example spearmen go from 19+6AP = 25 damage to 19 + 7AP = 26 and Dark Elf Dread Knights go from 14 + 34 AP = 48 to 14 + 41 AP = 55 damage.
Fireball is a decent spell. This spell is best when used on slow targets like lords on foot or large models. The spell is fairly cheap. Units that are far away or with high speeds can easily dodge the Fireball if the player is paying attention.
This spell has the ability to do the most damage in the game however rarely does this ever happen. This is a slow moving vortex spell. This spell is very costly and rarely is ever worth using in multiplayer.
-Piercing Bolts of Burning
This is a bombardment spell. Piercing Bolts does ok. Works best when targeting units that are stuck. Doesn’t always work but something can work. This spell also can do decent work on ranged units that are stationary.
-Flaming Sword of Rhuin
This spell does a good job at boosting units with low AP. This spell also works on missile units. If fighting a faction with low armor or with units that are weak to fire makes this spell worth considering but vs factions with high armor such as Chaos or High Elves this spell usually isn’t worth it.
-The Burning Head
The Burning Head is a decant spell. The spell can be directed and does very well vs low armor faction. The spell also applies a -16 (maybe -8 need to check) to leadership to all units (including friendly) can cause units to lose frenzy or break.
-Flock of Doom
Flock of Doom is one of the most popular spells. Flock of Doom applies a decent amount of damage to all enemy units in the area. This spell is worth it if you think you'll be facing an opponent that will blob up or you want to weaken. Most played will recommend this spell in most matchups.
-Pann’s Impenetrable Pelt
This spell can be fairly useful. It’s best when used vs factions that have a lot of AP damage. Pann’s Impenetrable Pelt reduces all damage whereas armor only reduces non-AP damage. This can help keep units that are in a bad fight stay alive.
-The Amber Spear
The Amber Spear is a decent damage spell. The spell can do a lot of damage to characters and units. The spell goes in a straight line from the caster to the target. The spell can kill a lot of enemy models if cast correctly. This spell is best cast at units when the the caster and the unit or level (meaning the caster isn’t flying and the unit is on the ground).
-The Curse of Anraheir
This spell can be hit and miss. It’s a decent debuff spell but in multiplayer the winds of magic are usually better spent on other spells. Rarely is taking/casting The Curse of Anraheir better than using Pann’s Impenetrable Pelt or Wyssan’s Wildform.
-Transformation of Kadon
This spells summons a monster to your army which slowly dies over the course of the game. Transformation of Kadon can do very well vs factions with low leadership like Skaven or Greenskins. This spell is very costly and means you’ll won’t be able to use other spells. You’ll need to think about if you want to use other spells and if so then you might want to leave this spell out.
This spell boosts damage (non-ap) and armor. This spell can do very well when a unit is engaged with units with low AP such as Gor Herds and Flaggenants. The boost to armor and damage allows a unit like Wardancers to quickly cut down other lightly armored units like Savage Orcs.
-Melkoth’s Mystifying Miasma
This spell does ok damage and slows down an enemy unit. This spell shouldn’t be taken just for dealing damage. This spell does a great job at slowing down fast enemy units like calvary and monsters. This spell should be used to slow down a unit to allow your own units to continue firing at it or for allowing your units to counter/catch the affected unit.
-The Enfeebling Foe
This is a very powerful spell. Enfeebling Foe weaken a unit/character allowing your units to hit more and the affected unit to hit less. This is great when a unit is surrounded by other enemy units. This spell is worth taking in any match up and should also be considered when taking the Lore of Shadow
The Withering is a decent spell but takes some practice to get it to work. The Withering allows units with low armor piercing to do extra damage to the affected unit. The lowing of leadership is also useful when fighting factions with low leadership. One powerful combination is to cast the Withering on a unit then use some shock calvary like Wild Riders or Knights of the Blazing Sun to rear charge the affected unit. This combination is usually enough to break units with low leadership.
-The Penumbral Pendulum
This spell can do a fair amount of damage. Best used on lower armor units unless the spell is overcasted. If your opponent is lined up in a straight line you can get some great value. This spell is best used on infantry. This spell is also best casted early in a battle because in the later part of a battle rarely are units lined up in a way for you to get this spell off effectively.
-Pit of Shades
This is a vortex spell that doesn’t move. Just like with other vortex spells the Pit of Shades is best used on infantry. This spell can do a lot of damage on any blobbed up infantry formations. The high cost of the Pit of Shades usually means this spell isn’t worth taking but that doesn’t mean the spell won’t be useful.
Okkam’s mindrazor can be a very powerful spell. Mindrazor just like Cascading Fire Cloak is best used on units with high AP damage (melee). The extra AP can help punch through other units. One other note is that this spell causes magical damage. The extra magical damage allows units like Minotaurs with Great Weapons and Centigors with Great Weapons to do damage vs units like Dragon Princes which normally ignore a lot of physical damage.
Note that because this spell adds magic damage you units will actually do less vs Dwarfs. This spell is not recommended vs Dwarfs.
Final Transmutation used to be very powerful. Currently it does a decent amount of damage but for the Winds of Magic cost this spell usually isn’t worth it. The spell effects all units inside of the area and does direct damage.
-Gehenn’s Golden Hounds
Gehenn’s Golden Hounds (Golden Hounds) is a vortex spell that can do good damage vs infantry formations. Golden Hounds usually suffers from the same problem that all vortex spells suffer from. Golden Hounds has a tendency to drift away from the area you want the spell to hit. Like with most vortex spells Golden Hounds is not recommended for competitive multiplayer games but is still a fun spell to take if you want to have fun.
-Plague of Rust
This can be a very powerful spell. The reduction in armor that this spell provides allows for units to set up some very powerful combinations. This spell is best used with units with low armor piercing. For example Chaos Knights normally don’t do that much damage on a charge vs units like Great Swords but with an overcast Plague of Rust plus a clean charge from the Chaos Knights will render the Great Swords useless. This spell also helps infantry units like Forsaken to hurt units like Treekin and Longbeards with Great Weapons which are normally a counter to Forsaken. This spell is always worth considering if you want to bring Lore of Metal.
Searing Doom can do some ok damage. Best used on units that are grouped together. This spell can do some decent damage on missile units which tend to be in blocky formations. Not always worth taking but isn’t a bad spell just not a great spell.
Glittering Robes is an ok spell. This spell is best when using low armored low leadership units. The extra armor and leadership allows units like Trolls and Marauders to be a little more durable. Currently the Winds of Magic cost is slightly to high for the buffs granted. It’s worth experimenting with but generally your Winds of Magic are better spent on other spells.
-Transmutation of Lead
This is a great debuff spell. This spell effects a large area and can help your units win a fight. This spell is best used where a lot of units are engaged. Using the spell in that matter will help your forces win the front line fight. This spell is always worth thinking about. Transmutation of Lead is best used vs factions that will try to win the front line like Norsca, Chaos and Dark Elves (and so on).
-Awakening of the Woods
Awakening of the Woods is an ok spell. The damage dealt by Awakening of the Woods is minor but the real power of Awakening of the Woods is that it causes Life Bloom to trigger which heals all of your units and any units hit by Awakening of the Woods is slowed down. It takes some practice to get hit moving units with Awakening of the Woods.
This is a very popular spell. Earth Blood Heals models but will not bring models back to life. Earth Blood unlike Regrowth is an area spell. This spell is best used when there are multiple units that can be affected. This is a very popular spell and is always worth thinking about if you think you’ll have a lot of units next to each other.
-Shield of Thorns
This spell helps stops missile damage. It’s ok but the biggest problem is that the spell isn’t quite long enough to be useful vs most players. Usually healing is cheaper and better than Shield of Thorns. Currently Shield of Thorn is usually best left behind.
-Flesh to Stone
Flesh to Stone can be a great spell. Flesh to Stone lasts for a long time and is worth thinking about if you feel like you will be fighting units with low AP. Flesh to Stone will also allow any shock cav like Grail Knights and Reiksguard to defeat other shock cav (but will do little to help vs units like Questing Knights and Dragon Ogres). This spell is always worth thinking about when you put your army together.
Regrowth adds healing and physical resistance to a unit. This will allow units to survive and ignore a lot of damage. Regrowth is best used at the beginning of a fight. Regrowth will allow a unit like Questing Knights which normally loses to DemiGryph Knights with Halberds to win the fight with ease. Rarely is this spell not worth taking.
-The Dwellers Below
This used to be a very powerful spell but now it’s acts very much like Pit of Shades. Has a large area of effect but currently there are other spells that your Winds of Magic should be spent on.
-Doom and Darkness
This is a good spell for causing units to rout. Doom and Darkness is best saved later in the match when units are suffering leadership penetalies. This spell can also cause injured units to break. One good combination is to cast Doom and Darkness on the targeted unit then rear charging the targeted unit with a terror causing unit. This spell can do very well vs factions like Greenskins which suffer from lower leadership.
This spell can be useful. This spell is best when used on units with high weapon damage (non-AP) like Forsaken, Centigors and Corsairs. The reduction in weapon damage and armor makes these units weak to other low AP units. This spell can be very dangerous when combined with Witch Elves. This spell can be worth taking but does require set up and some practice.
-Aspect of the Dreadknight
This spell causes a unit to cause terror. This might cause a uint to break and run but the spell doesn’t last that long and your Winds of Magic are usually spent elsewhere.
One of the most popular spells in multiplayer. Spirit Leech does direct damage. This spell is best when used on single model units like characters and monsters.
-The Purple Sun of Xereus
This is one of the most powerful vortex spells. If you think you can get the vortex spell to hit the spell can be worth it but rarely does the spell hit. Usually the Winds of Magic are better spent on The Fate of Bjuna.
-The Fate of Bjuna
Also a very popular spell. This spell usually does about 50% damage to a healthy unit of knights. This spell just like Spirit Leech are always worth thinking about. Rarely do Fate of Bjuna and Spirit Leech not pay off. Fate of Bjuna is best used on healthy units.
-Curse of Years
Curse of Years is a decent spell. The delay to abilities and spells of your opponent can be very powerful but Curse of Years has two main problems. One is that you don’t know if your opponent’s abilities and spells will be affected and two your Winds of Magic are usually needed for other spells. There are just better spells and Curse of Years is usually best left at home.
-Gaze of Nagash
This is magic missile which means the spell has to travel to the target. This spell has a tendency to miss a lot. The rate at which this spell misses and lack of damage means that the Vampire Counts have better options for dealing damage.
-Invocation of Nehek
There is no reason not to take this spell. This spell heals units and can bring back models from the dead. Sometime it’s better to save your Winds of Magic and overcast this spell. When this spell is overcasted the spell has an area of effect that will heal multiple units.
This is also a very good spell for the vampires. Raise Dead has a lot of useful abilities. Raise Dead can be used to pin missile units or units before they charge. Raise Dead is also useful for casting behind an enemy unit to cause a rear charge leadership debuff. This spell can also help get your lord or monster out of trouble. You can cast Raise Dead and while your opponent is stuck fighting the zombies you can pull your unit out.
-Vanhel’s Danse Macabre
This spell is sometimes useful. Vanhel’s Danse Macabre is best when used with units that have high damage but low melee attack. Vanhel’s Danse does very well with ethereal units which suffer from very low melee attack. If you want to take low melee attack units then Vanhel’s Danse Macabre is worth thinking about.
-Winds of Death
This spell does very well vs infantry lines. Most players will try to keep their front line staggered to reduce the amount of damage that the Winds of Death can do. If you are facing a faction with a lot of elite infantry like Chaos and High Elves then this spell is worth thinking about but does have a high Winds of Magic cost. Be Careful not to use up all your winds of magic with this spell if it can be avoided.
This is a fairly good breath spell. Bray Scream uses the wider cone just like Gaze of Malice. The ability to angle this spell means it’s usually fairly easy to set up good shots.
Devolve is a very popular spell. Does a decent amount of damage. This is best saved for when you can hit 3 or more units. Devolve does direct damage to all the models inside the affected area.
-Mantle of Ghorok
Mantle of Ghorok can do a lot of damage when casted on the right unit. This is usually very difficult to pull off correctly which makes Mantle of Gorok a very risky pick. The spell has a high Winds of Magic cost and might not be the best choice in most matchups.
Currently this is the most popular spell in the Lore of the Wild. The most common tactic is to summon a Cygore on one flank this focuses your opponent to advance forward. The high Winds of Magic cost makes taking other spells rarely worth it. Generalling only this spell and maybe Viletide are taking.
Traitor-kin is also a decent direct damage spell. Traitor-kin also slows down enemy units which causes units to get stuck in place and unable to get away from your units.
Viletide does ok damage but it’s main ability is that the Lore of the Wild ability can help keep your units fresh in a fight. So casting this low Winds of Magic spell will help keep your army fresh and perform better in the late game.
This is a very good spell for the Lore of High Magic. The ability to heal and trigger the Shield of Saphery (11% ward save) can be very good. This will help keep your units alives an in the fight. This spell is always worth thinking about.
-Hand of Glory
Hand of Glory rarely pays off. The increase reload rate means that you’ll get about 1 extra volley before units engage. The spell is kind of a mix of melee attack and reload speed. Rarely does this spell pay off.
Currently one of the best spells in the game. The Tempest does a lot of damage to flying units. The Tempest can shut down flyers to the point that merely selecting flyers vs the Tempest might cost a player the game. If you are facing a faction with powerful flyers like High Elves and Vampire Counts then this spell should always be considered.
This spell is similar to Winds of Death. It can do a lot of damage but has a long time to start. Quick players can easily dodge this spell. The spell also requires a very long straight line of troops to be worthwhile. With the number of conditions that have to be met for the spell to truly work makes this spell farley pay off.
This is a decent direct damage spell. Arcane Unforging can inflict a decent amount damage. This spell does have a very high Winds of Magic cost and rarely will you be able to cast this spell more than 2 times in any given match.
Soul Quench works very similarly to Amber Spear. You need to line up shots to do maximum damage. Soul Quench if you are able to line up the shot will remove a fare amount of models form a unit. This spell is best used on units with high value such as Black Guard or Chosen.
-Power of Darkness
Power of Darkness is a fairly good spell. This spell will generate more Winds of Magic for you to use. It’s best used when your reserves are at about half and you have less than 20 Winds of Magic. Using this spell when you have full Winds of Magic will cause you to waste the spell.
Chillwind is a great spell for dealing damage to low armored units and slowing down units. The amount you get from this spell makes it worth thinking about anytime you take Dark Magic. Chillwind can do a lot of damage vs missile units like Archers and Night Goblin Archers. This also stacks well the the Dark Magic ability Spiteful Conjurations (-15 armor).
-Word of Pain
Word of Pain is a good spell for reducing a unit ability to hit. The melee debuff means that most units will go from hitting roughly 50% of the time to 10% of the time. The accuracy debuff is also decent but generally you will get more value from reducing a unit’s ability to hit in melee. The spell is best used on units like Chosen with Great Weapons because the spell will render the high melee unit worthless for a brief time.
Blade Wind is another high damage vortex spell. Blade Wind preforms ok and vs infantry focused armies can do very well. Blade Wind is like any other vortex spell, use at your own risk.
Doombolt can do a lot of damage to blobs of troops or characters but does have one big drawback. Doombolt has a difficult time hitting fast moving units. If you do decide to take Doombolt you’ll need to either pin a fast moving character or unit or target slower units. This makes Doombolt chancy but can pay off but isn’t the most reliable spell.
Soul Stealer is a decent direct damage spell. The spell does cost a lot of Winds of Magic and without Power of Darkness can be risky to take. Power of Darkness does match well with Soul Stealer. Power of Darkness can hurt the spell caster but Soul Stealer will heal the caster. This makes for a decent combination.
Pestilent Breath is similar to Windblast. Pestilent Breath does a lot of damage to low armored units like Skeletons, Ghouls and Witch Elves. This spell can quickly remove low armored units. If you think you’ll be fighting a faction with a lot of low armored units (preferably infantry) then this spell is worth thinking about.
-Bless with Filth
Bless with Filth adds poison attacks to all friendly units. The poison debuff is very useful in holding units in place and for winning engagements. The spell does effect a lot of units and does well when the Skaven are swarming the other side.
Wither reduces armor. Wither is best when paired with low AP units like Plague Monks and Clan Rats. The reduction in armor means that units that normally ignore damage from units like Plague Monks will suffer in combat vs the Plague Monks. If you are using units like Rat Ogres or Doom Wheels to do most of the killing then you should skip this spell.
Summons spells are always useful. The ability to summon a unit of rats can help pin units, allow units to escape. Unlike the Zombie summons, Vermintide/Pestilent Birth can inflict a lot damage to missile units which aren’t ready for melee. These two spells are also good for summoning inside or behind units to add a leadership debuff.
Plague does a lot of damage to blobbed up units. The main problem with this is that Skaven already have a lot of ways to punish blobbs of troops with the Plague Furnace, Doom Wheels and Poison/Death Wind Globadiers. Because of all these options Plague usually isn’t worth taking because you will already have access to all the other units.
Warp Lighting is a good cheap damage spell. Warp Lighting does good damage for Winds of Magic but is slow to go off. Quick players will be able to dodge this spell. This spell is worth considering when facing off vs factions that tend to blob up or stay static.
This is a great spell. It’s worth bringing a Warplock Engineer just for this spell if you think you will be facing flyers. Howling Warp Gale can hold a dragon in place while your Warp Lightning Cannons and other missile units open fire. Howling Warp Gale also has a short cool down time which means you can get a lot of castings of the spell off back to back.
This spell does a decent job at boosting the front line fight. Death Frenzy can help boost the effectiveness of a