The "Chafftica": Chaff tactics for Kingdoms of Men
The Chafftica for
Kingdoms of Men
Kingdoms of men are one of the most balanced armies in Kings
of War. I am pretty sure most of the
other army’s points and designs come off of the template of Kingdoms of
Men. A question was asked on the
Kingdoms of Men forum regarding the best chaff.
The true answer is it is relative to your particular build.
Foot Chaff:
I mainly play infantry armies in Kings of War. That means that the chaff tends to be more
infantry centered as well. It is fully
possible to mix between mounted and infantry chaff in fact it may work better
depending on your army build and your foe.
It also depends on what works in your local region or “meta”(which is
the most popular term).
Fanatics: Fanatics are probably the overall best chaff
choice for Kingdoms of Men. Why? Well that is a fine question:
1.
They cannot be wavered. This is SO important to
not have a wavered unit stall your advance.
Though they die pretty easily from missile fire, they also will not
screw up your movement phase.
2.
Though they are basic infantry in speed they
have Wild Charge D3. That gives them a potential charge range of up to
13”! This will often allow them to out
charge enemy chaff.
3.
They hit a ton!
A troop has 12 swings for 3 plus with crushing one! That hits as hard as
many elite regiments. Many times I’ve
taken out lesser regiments with a simple troop of Fanatics.
4.
Some enemy units can brush off a flank charge
from chaff units. This is not true of
Fanatics. Fanatics will shred most
regiments and severely damage a lot of hordes.
Fanatics are always my first choice for chaff units. My models are Games Workshop Fanatics, but I
have also used some of my old Ulric units.
Shield Wall: Shield Wall units are the absolute most
average unit in Kings of War, but they do have some advantages as chaff
units.
1.
They are CHEAP!
Only 65 points for a unit with armor 4, hit on 4, and with 10
swings. That is superior to a lot of
enemy chaff units as most of them tend to hit on 5’s and have armor 3.
2.
They can take Indomitable Will. For only 10 points more (75 total) you get a
unit that can’t be wavered for at least one turn.
3.
Their armor allows them to shake off enemy
ranged missile attacks.
I rate Shield Wall as my second choice for foot chaff. I like how well they work in that role. Their vulnerability to “anti-chaff” shooting
is very good.
Foot Guard: Foot Guard as chaff? That is crazy talk!
1.
Foot Guard can be taken as troops.
2.
The have armor 5 native. That makes it very hard
for non-piercing shooting to harm. An
average four dice lightning bolt will do but a single wound to a unit of Armor
5 Foot Guard.
3.
They can be upgraded with crushing strength at
the expense of their armor for free.
4.
They hit on a three plus, that makes them a
threat to anything.
5.
They have decent leadership of 10/12 in troop
form.
6.
Just like the Shield Wall they can take
Indomitable Will to prevent being wavered.
Foot Guard can be what is called “Thick Chaff”, especially
with the Armor 5 version with Indomitable Will.
Many regiments will falter to get rid of them. With the crushing upgrade they can work as
normal chaff similar to Fanatics (Fanatics are better in that role though
despite the higher leadership of the Foot Guard and higher Armor)
Pike Regiment: They are almost too expensive to be chaff,
BUT they can be used in that fashion. No
enemy chaff units or regiments, wants to run into a Regiment of Pikemen.
1.
They are expensive for chaff units.
2.
They can take a one round charge from almost any
unit in the game! That is what makes
them a great dual threat unit. You don’t
really need chaff with these as they are a counter unit to almost
anything. In effect they are chaff, but
also eliminate the need for chaff at the same time.
3.
Samuel S Norberg in his Dash 28 article pushes
his 5 units of Pikemen right in the face of his enemy. Isn’t that what you do with “chaff”?
Lastly, you can use regiments of almost anything in Kingdoms
of Men as chaff as well. They are so cheap and they would have a dual role as
adding Unit Strength to your battle line.
Don’t forget Indomitable Will! It is honestly the best special rule in
Kings of War.
Missile Chaff:
There is only one “real” choice for missile chaff, but I
will go over the other ones to show you why you should or should not use
them.
Bowmen: These are
by far the best choice for missile chaff.
1.
They are cheap! Only 75 points!
2.
They can shoot (sorta)
3.
They have normal chaff statistics
4.
They cannot take Indomitable Will
The thing is that Bowmen can be used as chaff. The thing you have to remember is to NOT SHOOT unless you have
nothing better to do. That is the
mistake of all missile chaff, wanting to shoot instead of acting as a normal
chaff unit. I have seen it happen
bunches of times with Elven archers where the player stops to shoot instead of
making a “chaff” move. The good thing
though several troops are effective counter chaff AS LONG AS YOU DON’T MOVE! That is crazy right? You can see how hard
missile chaff is to use properly. It
takes skill to use Bowmen effectively as chaff; that is the truth.
Crossbowmen: These are more of a dual role unit but they
can be used as “chaff”.
1.
Crossbowmen cannot effectively move and
fire. They are much better standing
still and shooting.
2.
They can be used as a form of chaff. For example you can put several units on the
12” line during deployment with your army behind them. You surrender some initiative but they can
work especially against fast lightly armored armies.
3.
That bad thing about them is you will be tempted
too much to shoot rather than make the proper moves.
4.
On the other hand when they can stand still,
they can be an effective “anti-chaff” unit by shooting your enemy’s chaff.
Using Missile Chaff is very hard. It can be effective but you have to know its
role in your army. Your army needs to be designed around using it properly or
you are just wasting points. On the
other hand regiments of missile troops can be very effective to stay on an
objective and menace enemy troops with missile fire. Then they aren’t chaff are they? (I feel units with the Blackpowder upgrade are
too expensive to be used as chaff, but the again just about any unit can be
“chaff”).
Fast Chaff!
Many armies have fast
chaff! They have scouting chaff, flying
chaff, small fast swarms, and even units of light cavalry. The Kingdoms of Men have several good choices
for Fast Chaff.
Mounted Sergeants: These and scouts are probably interchangeable
as fast chaff.
1.
They are WICKED fast! They have a potential 18”
charge range!
2.
They hit decently hard with Thunderous Charge
1.
3.
They are nimble so they have a LOT of movement
freedom.
4.
They are cheap at 100 points and have the same
leadership as a troop of Foot Guard
5.
However, they cannot take Indomitable Will. L
Several troops of Mounted Sergeants can really harass your
foe. Their high speed, plus their “nimble”
skill, means that they can be a threat to any enemy unit in the game. Mounted Scouts are a truly dual role
unit. They can act as chaff, or just act
as a harassing light cavalry unit. That is what makes them so good, especially
if you have a Knight heavy list. These
can clear out the enemy chaff and make it possible for your knights to
charge.
Mounted Scouts: While these are not strictly chaff units,
they can be used in that role in a pinch.
The problem you have with these as chaff is that they have the same
issue as Bowmen: shoot or chaff? I
honestly I don’t consider this unit “chaff”, but can be pressed into that role.
With the gunpowder upgrade they are so good at shooting and being annoying,
that is their primary role.
Chariots: Are these a thing? Can they be used for chaff? Let’s see!
1.
A chariot troop is 125 points. For sure that would be on the higher end for
chaff.
2.
They do not have an effective shooting attack,
so their anti-chaff role is limited.
3.
They are wicked fast though with an 18” charge
range.
4.
On the charge they will likely do four wounds to
opposing chaff units which may be enough to waver or destroy them.
5.
They can’t take Indomitable Will, so they are
prone to waver and hold up your army.
6.
However they have a nice 100 mm square base
which allows them some freedom of movement.
Knights?
Could you use Knights as chaff? The issue there is that they are pretty
expensive. At 125 points or 135 with
Indomitable Will, they would be THE
most expensive chaff choice. However, if
you have an all mounted force and just need something to destroy enemy chaff,
these are by far the most resilient. I
used to use small units of Knights in Warhammer in almost every one of my
armies. The issue here is just their expense.
I have no doubt they would work.
Mounted chaff units in Kingdoms of Men are mostly dual role
units. They all can be chaff in a pinch,
but that isn’t their primary role unless you have designed them to be so in
your particular force. However, they
would excel in the role of chaff/anti-chaff meaning that they can take out
enemy chaff units pretty well!
Hero Chaff:
WHAT? Hero
chaff? In fact some of the best chaff
units in Kingdoms of Men are hero chaff.
The issue is using unlocks to get enough of them for it to work.
Mounted Hero: He is by far the ROCK STAR of hero
chaff! I usually have the maximum amount
of these allowed. My friends despise
them!
1.
He is fast with a 16” movement
2.
He is SO CHEAP!
3.
He is an individual so have a potential 32”
threat range!
4.
He will reliably do one wound. That means he can hold up any unit for a
single turn. Though he is not “mighty”, disrupted units cannot charge through
“yielding” units.
5.
He can take Indomitable Will. This ability is SO powerful as he can disrupt
one unit, even if he is wavered, then he can speed off to disrupt another
unit.
6.
He is virtually missile proof.
7.
Not only is he good chaff, he is one of the best
flyer defenses in the game!
8.
I don’t hesitate to charge him into enemy chaff
units. They will rarely hurt him and over a couple of turns he will likely
destroy them. At a minimum he will hold them up for several turns.
The Mounted Hero is the best chaff unit in Kingdoms of
Men. Once you start using him you will
realize his potential is unlimited. For
sure give him a Blade of Slashing or a Mace of Crushing. Those will virtually guarantee that he will do
a single wound and disrupt an enemy unit.
They are also a great dual role model. They can influence a fight with
their swings, and they can ground enemy flyers
Hero on Pegasus: One of the other best hero chaff units are
heroes mounted on a Pegasus. They are
also a multi-role model in that they may have other functions, but can operate
as chaff.
1.
CHEAP! Only 90 points! 95 with Indomitable
Will! Even with a 5 point item, he is
only 100 points.
2.
Jet speed.
He can fly and is nimble so the Hero can move freely anywhere he is
needed.
3.
He has crushing strength one so there is a high
likelihood that he will do at least one damage, however it isn’t as important
If the Pegasus whiffs since it is a monster not an individual. This makes it a touch more reliable. And the thing is, it is only a few points
more.
4.
It SCORES! That gives it an advantage over the Mounted
Hero. However it comes with the loss of
being an individual.
5.
They are excellent anti-flyer chaff and
excellent chaff for your other flyers.
The sheer flexibility of the Hero on Pegasus makes it a very
valuable asset. It can be argued that its speed alone overcomes it slightly
less flexible versus the “individual” Mounted Hero. I can see the argument for both and honestly
it is a choice of each player which one to use.
Other heroes:
Any hero can be used as chaff. However, the “Mighty” heroes
are the best as they can actually stop a unit from charging your units. The Captain and the General also have armor 5
and have inspiring, though I do not understand their lack of Indomitable Will? Even your ASB can be a chaff unit. He won’t do any damage but because of
inspiring he is hard to destroy. He is
“yielding” so that makes him weak as chaff.
Wizards are very poor chaff units, unless mounted on a Pegasus.
Hero chaff choices are some of the best choices for a
Kingdoms of Men army. I tend to run
three chaff units and three chaff heroes.
That way I am covered all over the board. It I have my choice I run three troops of
Fanatics and three Mounted Heroes. These
are enough to give most armies fits.
Hero chaff is by far the most flexible, but not necessarily the
best. It just depends on the rest of your
army design.
The actual tactics
There are so many ways to use chaff that is it almost mind
boggling. Part of that is the type and
variety of chaff. Part of that is the current “meta” in which you play. Regardless chaff ALWAYS has an effect on the game.
This is just the basic debate on how to deal with chaff
units. Do your charge their chaff or do
you allow them to charge yours? This is
the great debate!
1.
If you allow them to charge your chaff, how
likely is your chaff to hold? That is a
question you need to answer.
2.
IF you can destroy their chaff you are in a
great position to exploit. This is a
“chaff war”. If you win that war, you
have a very high likelihood to win the battle.
3.
Can you destroy their chaff on the charge or at
least waver it? Another question you
need to know the answer. For an example,
if your chaff charged Ratkin Vermintide or Orc Orclings. What would happen? If I were charging with Fanatics I would
fully expect to destroy those units.
THEN what do you do? Do you back
up? The answer is if you have a high likelihood of destroying their chaff your
follow on units need to be in position to exploit the breakthrough you have
made.
4.
What if your chaff is inferior? What do you do then? For example the Trident Realm has chaff with
“ensnare”. Only chaff that hits on a three or four even have a chance to take
it out.
Straight Chaff
Diagram 1: The troop of Fanatics in the Red Oval is acting as “Straight Chaff” for the formation of Foot Guard.
Straight chaff is simply
deploying a unit directly in front of another unit. This is the most basic formation in Kings of
War that almost everyone uses. There are
really are three good chaff units in KoM to use with this formation: Fanatics ,
Shield Wall (IW), or Foot Guard (IW).
Tha way you are never stuck behind your own chaff.
A variation of “Straight Chaff” is to move it to one side of your unit. In this situation if the chaff were directly in the middle the Elf Palace Guard AND the Drakons could charge your Foot Guard horde. With the Fanatics troop being on one side of the unit you are protected against double charges.
Advanced Chaff Tactics
There is no better article on
advanced Chaff tactics than the one written by my friend Sean Deitrick. He goes over just about every possible use
for chaff and formations. Even with that
mind boggling article, I am sure you will find uses that neither he or I have
ever thought about trying.
https://dash28.org/tag/kings-of-war-tactics/
Advanced Chaff Tactics: “THE LONE RANGER”
What is this you say? It is
simply to master the use of the best of the Kingdoms of Men’s chaff options;
The Mounted Hero.
Mounted Hero: He is by far the ROCK STAR of hero
chaff! I usually have the maximum amount
of these allowed. My friends despise
them!
1. He is fast with a 16” movement
2. He is SO CHEAP!
3. He is an individual so have a potential 32”
threat range!
4. He will reliably do one wound. That means he can hold up any unit for a
single turn. Though he is not “mighty”, disrupted units cannot charge through
“yielding” units.
5. He can take Indomitable Will. This ability
is SO powerful as he can disrupt one unit, even if he is wavered, then he can
speed off to disrupt another unit.
6. He is virtually missile proof.
7.
Not only is he good chaff, he is one of the best
flyer defenses in the game!
8. I
don’t hesitate to charge him into enemy chaff units. They will rarely hurt him and
over a couple of turns he will likely
destroy them. At a minimum he will hold them up for several turns.
So now that I have convinced
you to give him a try, what do you do with him?
He is what my friend Sean and I call a “Missile”. You have to think of the Mounted Hero being a
missile slung under your wing ready to fire at the approaching enemy forces
.
The basic “Missile” is where
you charge your Lone Ranger into a formation with the idea of disrupting
it.
Diagram 3: Here two Green Mounted Heroes (The Lone Ranger and Tonto) have charged the Palace Guard and the Drakons. If they cause even a single wound, these units cannot charge through the two heroes. This allows other untis to charge and allows the two Generals on Winged Beasts to move to their flank or rear.
Another use of the Lone
Ranger, I call the “Ping Pong Ball”.
That means that he disengages from one melee and hops into another
one. The fact that he has Indomitable
Will really helps in this! I once had a
Mounted Hero involved in FOUR different melees in the same game!
Diagram #4 The Mounted Hero fighting the Palace Guard has somehow survived, but was wavered by the Palace Guard. This turn he activates his Indomitable Will, backs up, will take his free pivot and charges into the Drakon Riders. The Kingdoms of Men player now has overwhelming force. With the Mounted Hero out of the way, the Fanatic Regiment and the General on Winged Beast charge into the Palace Guard. That is a “chaff like” move as the Palace Guard can only kill one or the other. That will allow the 2nd Foot Guard horde to charge in the following turn. The interesting thing is if the Drakons are destroyed, the two Lone Rangers can “ping pong” into the Palace Guard fight in the following turn!
One of the things the Lone Ranger can do is to “add” to
other chaff units. Due to his high speed
and ability to charge 360 degrees, he is able to easy add to other melees. For example if your Fanatics are hitting a
weak regiment like Goblin Rabble that extra three swings may be all you need to
break that regiment. Regardless, the
Goblins can only attack back against one unit or the other effectively
“chaffing” the Rabble Regiment!
Diagram #5 Two
hordes of feared Ratkin Shock Troops are approaching the KoM lines! They have two units of Vermintide deployed as
“Straight Chaff”. One of the Lone
Rangers charges the middle unit of Vermintide to hold it back. It is highly unlikely that the Vermintide
will even do one wound to the Lone Ranger.
On the extreme right the Foot Guard horde is an excellent
counter to the Shock Troops. The Kingdoms
of Men player decides that unit of Vermintide has to go! So he charges them with his Fanatics AND his
Lone Ranger! After the unit is destroyed
the Fanatics can either back up or move forward. The same situation with the Lone Ranger, but
he should almost always back up. If he
moves forward and the Shock Troops kill him, and they could potentially attack
the Fanatics and eliminate those as well!
This is called, “The
Crab Walk” by my friend Sean Deitrick in his article (mentioned above). It is simply to give two layers of chaff so
that your units can move into place. In
the following turn the Foot Guard can charge into the Shock Troops. Since they may have used their Plague Pots
you may just want to charge the Lone Ranger back into them again hoping to
disrupt them until their Plague Pots wear off!
One of the other good chaff tactics for the Lone Ranger is
the “Gang Tackle”. That refers to a tactic in American Football where you just
pile on as many men as you possibly can to take out the opposing ball carrier.
In order for the “Gang Tackle” to work you will need at least two Lone Rangers
(So you need the Lone Ranger AND
Tonto). The way this works takes advantage
of the fact that your foe cannot kill two units at once unless you are a moron
and charge them both in the front.
Diagram #6: Here the Lone Ranger and Tonto have corned an
Elf Dragon. One hits him in the front
(if possible) while the other hits him in the flank. The deal here is that the dragon can only
engage one or the other. In most cases
he would engage the one in the front. NEVER
charge two Lone Rangers into the front of something! They can kill one of them immediately and
then kill the other! Your goal here is
to simply hold up the Dragon until help arrives. I’ve had the Lone Ranger actually survive a
dragon attack, pop their Indomitable Will then immediately attack again the
following turn! Once you get a follow on
unit into position, the Lone Ranger can “Ping Pong” into something else.
In a game against Twilight Kin, I charged two Lone Rangers
and a foot General into a unit of Spearmen.
Over the couple of turns the spearmen had a hard time killing any of
them, and was in fact wavered by the second turn. This allowed a follow on unit to easily
destroy them, but not before all three of the heroes “Ping Ponged” into other
fights!
One of the things that the Lone Rangers are excellent for
doing is becoming anti-missile chaff.
How does this work? Well the Lone
Ranger is an individual, which means he is very hard to hit with shooting. Secondly he has excellent armor so that makes
him very hard to be wounded. Thirdly, he
SHOULD have Indomitable Will, just in case he does get wavered while
attacking.
Diagram #7
Here the Lone Ranger and Tonto have moved maximum distance along with a unit of
Fanatics. The goal here is to disrupt as many shooting units as is possible.
The hard thing for the Ratkn player is that basically if you don’t
destroy them, they will destroy YOU!
This tactic obviously works best against small shooting units. It will work sometimes on units of Abyssal
Dwarf Decimators, but usually they destroy the Lone Hero in combat and are
ready to shoot again the following turn.
(Note in this situation while playing against Ratkin there is a real
chance you may not injure the Clawshots due to the high armor of the
Clawshots. The Weapons team would be
doomed since it is a war machine).
With the proliferation
recently of 4+ shooting regiments such as Flamebearers or Heartpiercers, this
tactic is even more important. Despite
the high number of 4+ attacks it is very unlikely that they will waver or
destroy a Lone Ranger. If he has
Indomitable Will (In case of a lucky
waver), the following turn the Lone Ranger will easily tie up their shooting
unit for several turns. I feel three
Lone Rangers are just about the best anti-shooting option in the game.
SUMMARY:
The fact is Kingdoms of Men
have several good options for “chaff” as well as “anti-chaff”. The one thing they are missing is short chaff
like swarms. That allows your infantry to
see over the unit to make easier charges.
This can be worked around, by using good tactics. For example you can “stagger” your units so
that their leader point can see their target.
Kingdoms of Men also have
options for “Thick Chaff” in the form of Foot Guard units with Indomitable
Will. This units can hold against most
regiments. The important thing is if your “Thick Chaff” dies, you should be in
position to counter.
They also have three very
good options for “Straight Chaff”. These include, Fanatics, Shield Wall (IW)
and Foot Guard (IW). All three of these
units either cannot be wavered or have a remedy for being wavered.
The absolute pinnacle of
chaff are the hero choices in the Kingdoms of Men army! The Mounted Heroes are so versatile that it
boggles the mind. Pegasus heroes can be
good chaff AND have the ability to score!
The flexibility is amazing. Which
works for you is dependent on the rest of your army list.
Lastly, Kingdoms of Men have
some excellent “Fast Chaff”. Mounted
Sergeants have a charge range of 18”.
The out ranges most units in the game.
If you need mounted “Thick Chaff” you can use troops of Knights with
Indomitable Will. Scouts or Chariots can
be used in a pinch, but they either have other uses or shouldn’t be used at all
(chariots).
There is no excuse in a
Kingdoms of Men army to lose the “chaff war”. There are very few armies that
have chaff that is that good and most of it is “dual role”. What you need to decide is the role of
“chaff” in your army. Armies made up of
mostly mounted models, will do well with either Mounted Heroes or Pegasus
Heroes. Infantry based armies will
likely do better with troops of Fanatics.
There are all sorts of permutations in between. Some armies like the Sam Nordberg Dash 28
list has so many dual purpose units, it is hard to know which ones of them are
chaff or have other roles. That is the
beauty of Kingdoms of Men; they have maximum flexibility!
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