Dispatches from the front V: Drill Sergeants Update

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The latest issue of the 9th Scroll is here! You can read all about it in the news.

  • Ah ok, miscommunication there.
    It is support units that get FIER and shoot in extra rank.
    Ask not what the project can do for you, but what you can do for the project :)

    Don't forget that however convinced you are of your opinion on something in the project, or something it should/shouldn't do, there is someone out there holding on to the opposite belief just as strongly :D

    Check out my new ID blog
    Dan ventures into the lands of smoke and fire

    And some basic tactics for beginners (I should develop this properly at some point)
    No 'tactics for beginners' thread?
  • Smythen wrote:

    Units within 6” of at least one Parent Unit gain Long Reach and may use Shooting Attacks from the 3rd rank (in addition to the 1st and 2nd).
    @Fthunder @DanT
    Raw this means that two parent units within 6" now have long reach.
    I guess the intention is that its only support units.
    Well DanT already bunked this as being false in the post above me but that ruling would mean that also the parent unit benefits from it as it's a unit within 6" of itself. Also cavalry could get long reach... :D
    It's okay, it has frenzy.

    Just Flank It © KoE - Tactics 101
  • @Herminard did in another thread discuss at length how the 2.0 beta rules for the On The Double! order is significantly nerfed. Previously, you had what was effectively +1 Advance Rate for charging, +2 Advance Rate for making advances, and +4 March Rate. Now, you just have straight-up +1 Advance Rate, +4 March Rate, which matters.

    I think it would fit the flavour of the army better if this order would be used for carrying out fast, sweeping tactical maneuvers (long march moves) or reorganizing and getting quickly moving again (fast reforming followed by an advance), rather than for extending charge range.

    How about if the order was instead changed to how it effectively was in an earlier variant of the game, i.e. +2 Advance Rate, +4 March Rate, but the unit can't declare charges on the subsequent movement phase? Or even +3 Advance Rate, +4 March Rate. There is simply something beautifully Sonnstahlish about a regular infantry unit turning or reforming in an instant and quickly getting going again.
    Sunna is not with the big battalions, but with the ones whose parts move with the best coordination.
  • Konrad von Richtmark wrote:

    @Herminard did in another thread discuss at length how the 2.0 beta rules for the On The Double! order is significantly nerfed. Previously, you had what was effectively +1 Advance Rate for charging, +2 Advance Rate for making advances, and +4 March Rate. Now, you just have straight-up +1 Advance Rate, +4 March Rate, which matters.

    I think it would fit the flavour of the army better if this order would be used for carrying out fast, sweeping tactical maneuvers (long march moves) or reorganizing and getting quickly moving again (fast reforming followed by an advance), rather than for extending charge range.

    How about if the order was instead changed to how it effectively was in an earlier variant of the game, i.e. +2 Advance Rate, +4 March Rate, but the unit can't declare charges on the subsequent movement phase? Or even +3 Advance Rate, +4 March Rate. There is simply something beautifully Sonnstahlish about a regular infantry unit turning or reforming in an instant and quickly getting going again.
    +2 Advance, +4 March. Reduced to +1 Advance if the unit declares a charge.
    It's okay, it has frenzy.

    Just Flank It © KoE - Tactics 101
  • Konrad von Richtmark wrote:

    @Herminard did in another thread discuss at length how the 2.0 beta rules for the On The Double! order is significantly nerfed. Previously, you had what was effectively +1 Advance Rate for charging, +2 Advance Rate for making advances, and +4 March Rate. Now, you just have straight-up +1 Advance Rate, +4 March Rate, which matters.

    I think it would fit the flavour of the army better if this order would be used for carrying out fast, sweeping tactical maneuvers (long march moves) or reorganizing and getting quickly moving again (fast reforming followed by an advance), rather than for extending charge range.

    How about if the order was instead changed to how it effectively was in an earlier variant of the game, i.e. +2 Advance Rate, +4 March Rate, but the unit can't declare charges on the subsequent movement phase? Or even +3 Advance Rate, +4 March Rate. There is simply something beautifully Sonnstahlish about a regular infantry unit turning or reforming in an instant and quickly getting going again.

    For reestablishing the order of the oblique line, yes.

    For a few bricks, less.

    For attempts of a star, its hot air in a jar.
    Make T9A armies clash again! #BringBackBattlelines

    Hermund Vigerust Endressòn Furu - Savage Sage of the Norse
    Faux-pro player and ETC vagabond.
    Enjoys the company of deluded nerds and women of unquestionably low morale.

    For questions of tactics, The Savage Arts of Playtrolling
  • GOOD job drill seargant! 8" support system! Should help! Now we just need the officers to yell a bit louder so it can be heard those 2" further away.
    and I still believe; Light infantry should fight and shoot in 3 ranks, Imperial Guards should have weaponmaster and both parent and support, and that halbardiers should wear heavy armor. For Sunna and the Emperor!!