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Understanding Fear and Confronting It
by Ken Kennedy
"... the only thing we have to fear is fear
itself nameless, unreasoning, unjustified terror which paralyzes
needed efforts to convert retreat into advance."
These famous words were spoken by the great American President
Franklin D. Roosevelt in his 1933 inaugural address regarding
the Great Depression that was plaguing the land. Had Roosevelt
been a Games Workshop fan, he would have realized that in the Warhammer
world, "fear itself" is more than enough to be afraid
of!
Having recently fought Rob Hawkin's Vampire Counts
army a half-dozen times in the last month as part of The
General's Compendium Campaign, I know firsthand how devastating
this psychological effect can be. For those of you who haven't been
following the campaign, my Dwarfs have held their
own against the Undead hordes, but every game has come down to a
few key rolls that were due to Fear.
Most players that haven't played against a lot of Fear-causing
opponents have, at the very least, read the Psychology section in
the Warhammer rulebook. Let me tell you this: reading about something
is not the same as experiencing it! Until one bad roll causes your
best infantry unit to be run down by a slightly larger unit of rag-wearing,
bone-toting Undead, you don't know Fear.
Okay, what does it mean to fight an opponent with Fear?
First off, you need to test against your Leadership every time you
want to charge a unit with Fear, even if its Unit Strength
is lower than than yours. If you fail the roll, you can't move or
shoot and have set yourself up to be charged next turn by the unit
(only one unit if you're lucky) you hoped to slam into.
How bad could a charge from a Fear-causing opponent be?
If your Leadership is questionable, it can be catastrophic. Again,
you must take a Fear test regardless of how large the charging
unit is. If you fail, you will run away from a larger unit. If you
fail when confronted by a smaller unit, you will require 6's to
hit, which can be even worse than running away as your enemy has
a good chance of breaking your unit in combat and running you down
(especially if you are slow, like Dwarfs).
I'm good at tests and my troops have great Leadership. Okay,
so you didn't run away and cry to your mama. All you need to do
now is win every round of combat until the Fear-causing unit
either runs away (which never happens in the case of Undead) or
is utterly obliterated (if your enemy has Necromancers, this could
be never, too). If you lose a round of combat and are outnumbered,
you automatically break from combat. Many an elite unit of Dwarfs
has been destroyed by these means. Win, win, win, lose by 1... run
away!
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In order to understand the mind of a player who relies
on Fear-causing units, all we need to do is review
the words of their Dark Lord Alessio Cavatore. In his Basic
Rules of Engagement found at the back of Warhammer
Armies: Vampire Counts, Alessio instructs a recently
deceased Warhammer general on how to lead an Undead horde:
"The key to success with Fear is to outnumber your
enemy..." The difficult part about confronting
a Fear-based army is that cheap troops organized
in large units usually have poor Leadership and will fail
many of their Fear tests. Conversely, high Leadership
troops are expensive and get outnumbered easily. So, what
else can you do? |
- Blast them down to size before they get to you. If you
are facing slow units, then missile fire, artillery, and magic
can even the odds a bit.
- Outmaneuver the enemy. Not an option for Dwarfs, but
other armies can pull this one off. Cavalry, flyers, skirmishers,
and fast infantry can allow you to choose your battles and avoid
tough foes until you've whittled them down.
- Magic Items. You want magic items that can help in combat
EVERY round to help fight Fear. If you depend on a character
(as opposed to a unit standard bearer) to carry these items, you
had better protect him. Your hero's death could spell the doom
of your unit and others behind it. Also, magic items that add
to Combat Resolution are very useful.
- Field a host of low-cost troops and hope for the best.
If you outnumber your Fear-causing foe and survive the
initial round of combat, you should be set. Eventually, one of
your units will build up the nerve to make a flank or rear attack
and then you can grind your enemy to dust.
"Keep your characters with your units..." This
tactic is used by Undead armies more than other armies with Fear-causing
monsters, but it should still be examined since your major Fear-causing
foes are Vampire Counts and Tomb Kings. The flaw
in this tactic is that if your opponent selects characters who are
good in close combat, they will usually get less magic to use against
you. Below are some ways to counter this Undead strategy.
- Counter with your own characters. The same problem stated
above applies to you. If you choose characters that like to rumble,
your Magic Phase will suffer. Also, few armies can field characters
that can go more than 1 round with a Tomb King or a Vampire Lord/Count
of any kind.
- Avoid/Slow Down. If you have some way to keep your enemy's
uber unit from Marching or moving, then you might never have to
face it. Cheap, fast troops that you can get within 8" are
ideal. If they charge, run away and send another quick unit in
to do the same thing next turn.
- Kill those characters from afar! This is easier said
than done, especially with the "Look out, Sir!"
rule and the regenerative magic of Undead armies. Magic-proficient
armies might find something useful in their spell list. The Dark
Emissary's Coils of the Serpent (remember the Dark
Shadows summer campaign) comes to mind. Remember, if the General
or Hierophant dies, the Undead start to crumble.
- Play low-point games. Fewer points, fewer characters.
Admittedly, few units are available to put characters in. Now,
the decision between magic or melee characters becomes more difficult.
The fact that no Lords are allowed in armies with less than 2,000
points could be a huge factor when facing a powerful character
of some armies.
"Boost your magic capability..." Again, while
this tactic is not unique to Undead armies, it is more commonly
used by them. While all armies have magic (even Dwarfs, with the
Anvil of Doom), only the Vampire Counts have the ability
to make an entirely new unit of Fear-causing creatures and
charge them into your flank! In this case, magic is something to
be feared itself.
- Counter with Wizards. If you find yourself fighting a
magic-heavy opponent, you will probably not need melee characters
to counter his. Fight fire with fire, but remember that you get
fewer Dispel Dice than Power Dice when using/facing Level 4 and
Level 2 Wizards.
- Magic Items can help. Dispel scrolls, items that add
to your dispel pool, items that add to your dispel rolls, and
spell-destroying items will all help your cause. The Master Rune
of Balance (take 1 Power D6 from your opponent and add to your
Dispel pool) is a standby of many Dwarf players.
- Kill the Wizards. Again, easier said than done, especially
if you have a slow moving army or your opponent is good at controlling
his characters. If you have a fast army, all of your efforts should
go to killing these linchpins.
"Watch out for enemies that are fearless..." Finally
something useful against all Fear-causing units: fearless
units!
- The Unbreakables.
Many armies have Unbreakable
swarms, but beyond that, there are pretty slim pickings. Slayers,
Flagellants, Undead, and units under the influence of magic that
causes troops to become Unbreakable can all hold up, and
in some cases subdue, Fear-causing (and Terror-causing)
troops.
- Immune to Psychology. Again, if you find yourself lucky
enough to have access to troops that are Frenzied or Immune
to Psychology, take them! These troops are very rare. One
troop option that everyone but the Bretonnians can field is the
Regiment of Renown, Leopold's Leopard Company. This regiment is
Immune to Psychology.
- Fear/Terror-causing units. If you cause Fear or
Terror, you are not going to run away from something that
is just as scary as you. A small unit of monstrous troops can
make short work of a weaker unit when used correctly. Also, an
elite infantry unit carrying a Fear banner will do very
well under normal circumstances.
Fear-Causing Fast Cavalry. Inexpensive, weak cavalry units
will scare off your war machine crews and slam into your side or
rear at the most inopportune times. If you are already engaged
in the front when they strike, you will have to take a Panic test
and a Fear test. If you decide to stay, you will lose your
rank bonus (assuming Unit Strength of 5 or more), and your opponent
will get a +1 to combat resolution for hitting you in the side
(+2 in the rear). Not a bad effect for 50 points of Dire Wolves.
Whittling these units down to two models is a must!
Fear-Causing Hard Cavalry. Cold One riders, Stegadons,
Black Knights, and Undead Chariots all fall in this category. They
are designed to break your units in the initial round of combat.
They will do exactly that if you don't take matters into your own
hands. They WILL almost always win the 1st round of combat, so
reducing the Unit Strength of these units beforehand is a must.
If you fail to do so, even Leadership 10 troops will have no choice
but to break and run automatically.
Fear/Terror-causing Flyers. Ugggg... these critters are
my bane. Fell Bats are not so bad; I can accept them. Sometimes
they will make it past my barrage of hot lead (they are Skirmishers
after all) and scare off or destroy all of my artillery. I don't
like it when they do so, but at least the Flyers are not going to
contribute to the destruction of any of my large units. A unit of
10 Dwarf Thunderers can usually handle a Fell Bat charge. The kind
of Flyers I can't stand are characters on Fear-causing monsters
or terrifying super Daemons. An Exalted Daemon and six Furies single-handedly
sacked my Dwarfen Fortress when John Shaffer and I played our Siege game.
The same Exalted Daemon did unspeakable things to the flank of
my Dwarf army when I met John again in Pitched Battle. Those
guys are despicable.
The key to winning against an enemy that uses Fear-causing
troops is knowledge. If you have a good idea of what your opponent
will be bringing to the table (perhaps after having played him multiple
times and knowing his collection), you have a good chance of setting
up a counterstrategy. Sometimes no matter what you do, the army
you are playing is just not suited to facing Fear-causing
foes. Troops with very low Leadership are not ideal. Sure, you get
a lot of them, but never getting to charge and always running away
when threatened is not a good trade-off. If you have tried all the
tricks and are still regularly getting beat down by your Fear-causing
opponent, my only advice is another famous idiom: "If you can't
beat 'em, join 'em."
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