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 Post subject: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Feb 10, 2010 5:12 am 
Joined: Wed Jan 20, 2010 4:15 pm
Posts: 37
I was reading today, and mulling over choices as to what I wanted in my army, and when I was looking at the Temple Guard entry and then reading about Halberds.. I'm torn on what to use.

I like the idea of my front 6 guys having ST5 attacks instead of the stock 4, but I also like the fact that in close combat with a hand weapon and shield they have a 2+ armor save standard, which they lose if they use the Halberd in combat because it's 2 handed.

Given that they are there to GUARD my Slann, is the consensus to let them be the stone fortress to protect my Slann and use their hand weapons? Or do most people let them swing free and true with the extra ST boost from the Halberd.

I fully expect that there will exceptions.. like if someone is foolish enough to attempt to take them out with weak enemies and I'll just rip through them.. but I'm looking for a generalization..

What do you use?

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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Feb 10, 2010 5:25 am 
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Saurus Champion
Joined: Wed Jan 13, 2010 8:26 pm
Posts: 206
Location: Copper Desert, Lustria
It depends. I have some people who use their Slann/TG blocks as anvil units. I have seen some who don't mind using them to pick up and flank an enemy if the opportunity presents itself and they can avoid a flank or rear charge themselves. Honestly, I like them as handweapon and shield. Of course, I play a bunker with mine.


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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Feb 10, 2010 7:39 am 
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Saurus Champion
Joined: Sun Apr 20, 2008 12:24 am
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Depends entirely on the situation. Though I admit most of the time I use shields as my TG are rarely the ones to press the attack. In fact a game where my TG do not engage at all is a game won (or at least drawn. Seriously, this one block costs 800 points, and has 1100 VPs in it).


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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Feb 10, 2010 8:18 am 
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Kroxigor
Joined: Mon Dec 14, 2009 6:31 pm
Posts: 722
Location: Romania
halberds are worth it if you charge something that will break, otherwise i would stay with HW/Sheild for my hanvil unit to minimese the caualties, as kroxigor01 said, the unit is expensiv enough without hightening the risks to lose it

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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Feb 10, 2010 12:18 pm 
Joined: Wed Jan 20, 2010 4:15 pm
Posts: 37
Sorta my feelings on it too. Glad to see I'm not alone. It's just too expensive to risk losing 2 off the armor save without any help from a high str enemy.

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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Feb 10, 2010 2:43 pm 
Joined: Wed Feb 03, 2010 5:28 am
Posts: 14
When you consider the CR of 16 TG with a Standard and a Slann with a BSB, possiblally a Battle standard as well you need to concentrate on static CR. Sword and board works better 90% of the time.

Spear Sarus, with potential for 25 str 4 attacks in a 6 wide unit, on the on the other hand are all about the kills.


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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Feb 10, 2010 5:15 pm 
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Saurus Champion
Joined: Thu Jul 02, 2009 6:58 pm
Posts: 332
I have to agree with pretty much every1 else, I always use Sword n' Board except when fighting stuff that can't hurt me anyway and/or that can't be broken by static ress, like a Zombie/skelleton/ghoul tar pit or a big unit of Flaggelants. It also depends a little on if there is a hammer in sight. If you can flank them with a unit of CoC then there is little point in trying to do any damage with Halberds while if there is no hammer unit in a good position then you might be worth doing the damage yourself.

A general rule when deciding what weapon to pick (especially for Stubborn troops) is thinking "what about next round?". If a great weapon wielding unit charge you, like Questing knights, Greatswords or Executioners, then it might be worth getting a few extra TGs killed in order to dish out a ton of S5 attacks back in the next round of combat (12 attacks kills 5 Greatswods, which means they Halberd is actually better both defensivley and offensivley). The low In on TGs generally means striking last tho, and +2 save is imo often better than +1 S.


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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Fri Feb 12, 2010 1:44 pm 
Joined: Tue Feb 09, 2010 8:32 pm
Posts: 3
I just ran the numbers on this, looking at Temple Guard fighting different types of Dwarfs, but the results should be applicable to other rathers.

Basically, if you get charged by hard-hitting units like Hammerers or Slayers, it pays to put up the shield wall. Against less hitty units, say ones putting out 5xS3 or 5xS4 attacks, the halberds are better, at least if the opponents are armored.

The Halberds are also better in nearly every case where you have the charge. The possible exception would be Unbreakable or Stubborn units. Stubborn, save 5+ great-weapon wielders like Hammerers are probably best dealt with using Halberds, but in fighting unarmored Slayers, the shields and hand weapons provide long-term survivability.


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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Mar 14, 2012 5:12 am 
Joined: Wed Mar 14, 2012 5:09 am
Posts: 17
hey im new to LM. Just wondering with the temple guard i see you have posted that they get 2+ armour save in combat? i thought it was 3+ with Light armour, Shield and 5+ scaly skin?

Also, can you choose to go with halberds in the first round of combat and then switch to sword and board in the next round? or do you have to stick with which ever you choose in the 1st round. Seeing as they seem to carry both.


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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Mar 14, 2012 5:13 am 
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Scar-vet
Joined: Wed Jan 13, 2010 6:55 pm
Posts: 2618
Location: ESVA
that was in 7th edition man....

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