Magic and the Dogs of War


Being a forum for the free exchange of ideas, tactical ploys, solutions for problematic situations, and discussions of our generals' approaches to the art of strateegery.

Bongiorno a tutti bambini - Come stai?

As I recall, you wanted to hear my musings on two topics; magic and hiring Dogs of War. Well, I'll pull up my throne here and ask my son to pass me the big red book of my notes and musings...thank you, Guidoriccio...una bravo ragazzo, this little one is...

Ahh, there...let's see...Ecco! Magic ahh  frankly, I don't know anything about...but, here's my advice to you who are worried about it yet who don't want to get involved in the magic arms race: treat mages as you would a shooting unit. Take protection where you can (armour or dispel scrolls both work - sometimes) and avoid line of sight when you can. And be prepared to suck up a few losses. If you can, take out mages as you would war machines. That's it that's all the Count has for you on that score. So hey, at least the advice is FREE.

(Editor's note: His eminence doesn't actually realize that he's contracted to write an entire article on magic. Look for that in one of the Count's next few installments, if I can pour enough grappa down his grace's gullet. J. Bianchi)

The second question was, "Which Dogs of War/Regiments of Renown are good buys and which were not worth the price of that grease you find on the paper when you sit down to eat a nice pile of polenta?"

Well, since your second query relies on my opinions and experience, I'm happy to tell you what I think of Dogs of War troopers and Regiments of Renown. I base this on my extensive experiences in battle, on the statistical rolls of the dice, and on the opinions and notes of my colleagues from the Warmonger Club and the Warhammer Player's Society. Sometimes, what you'll read here is based on exacting research, sometimes on long trial and error, and sometimes on sheer, unreasoning, gut reaction.

Since most of you who asked about this are not Dogs of War generals, I assume you want to hear about which Warhammer mercenary regiments can actually contribute to your kind of game and which can't. Hopefully I'll help you.

I'll also address some comments to those of you out there who might be considering recruiting your own army corps from among the Dogs of War and Regiments of Renown you'll find haunting the unemployment agencies of Tilea's finest city-states. This won't be a DOW tactica for this reason: the army can be played almost any way of which you can think. And though I buy my ink by the barrel, we don't have the space right here to discuss the many possible strategic approaches to building a Dogs of War force. Perhaps that's a discussion for a later column to which the Black Prince, the Wicker-Nippled One, and maybe even the Angry Bald Man himself can contribute.

We only need to remember to keep two things straight for ease of reading the following: Dogs of War (DOW) are the generic, vanilla troop types available for use as mercenaries for hire or as an army in their own right, and Regiments of Renown (ROR) are one-of-a-kind mercenary regiments for hire that may have special abilities, and always have at least one special character attached to the regiment.

As my faithful retainer Jocoppo passes me my contractually obligatory glass of grappa, let's begin to discuss...


Dogs Of War & Regiments Of Renown: Best Buys/Worst Buys

As I put my armies together for last spring's Ugoslavia Campaign, I had time to think about what to put into them. I didn't have time to actually fight many battles, but I had thought about what to use. I've come to some conclusions.

Most of the choices I need for my army are regular Dogs of War troops, and almost none of them are Regiments of Renown. It's true: your entire Dogs of War army can be assembled using regular Dogs of War units only.

In my totally unscientific canvassing of dozens of DOW players, they all express this same opinion, so I think you should take it seriously: regular, plain, vanilla Dogs of War regiments are the true stuff of a successful DOW army � leave the ROR at home.

Most of you won't be surprised by this observation; individual Regiments of Renown sometimes fill an important role, but an army of them won't fare well at all � i.e. numerical disadvantage, lack of powerful/useful magic, costly, unnecessary characters. In fact, this inability of ROR to be effective in 5th edition must have been the overriding reason that the game designers introduced Dogs of War troopers in the first place. Now you can viably fight an army of mercenaries (and GW can sell you the models!).

Still, ROR have their sparing uses, and if you look through the army list, you'll find things you need. If you need an unbreakable unit, you have one or two available. If you need a dragon rider, you can get one. If you must have a unit of hard-hitting artillery that can move 16 inches instead of the usual 4, you can get that as well.

However...continue looking through the army lists, and you'll start to find things you'll almost never need. I mean never.

Never, ever, ever.

Ecco, let's examine our "Best Buys".

BEST BUYS
The DOW choices in general range from useful to extremely useful. Much of the straight DOW list is of good quality, but I'll only mention the types of units that stand out as excellent buys.

Please note, if you're not a DOW general, all DOW units count as Rare choices.

Light Cavalry
One of the two greatest DOW buys, fast cavalry is bargain basement cheap at 11 points and can help an army that otherwise can't take light cavalry (Dwarves, Lizardmen, Undead, Skaven) or which restricts light cavalry in their regular lists by limiting their weapons options or making them special choices (Empire, etc.).

DOW light cavalry can be given full command or any parts thereof. They can be armed with hand weapon and shield, spear and shield, bow and shield, bow and spear, or the full Monty � which in my humble opinion isn't worth the points, but hey, as Connie Francis used to sing, 'to each his own'. Best to decide what you want to do with them and then pick the most cost effective version to get the job done.

In an infantry-heavy army, I've got a unit of six with spear & shield, with a musician. They're always of use...In another cavalry-heavy army, I'm using six units � 4 with bows, 2 with spears, to envelop flanks, go after war machines, and draw out charges. Can't get enough of that light cavalry!


Duelists
Again � there are no better, more flexible troops in the DOW arsenal. Core duelists, like light cavalry, can take a wide array of upgrades and weapon choices. Their low, 5-point base cost and their impressive WS4 means that taking the minimal 8 with extra hand weapons will cost you a mere 56 points and it will be able to, if fortunate, take charges from goblin cavalry and still beat them back.

Taking duelists with pistols at 9 points will make them even more effective in the first round of combat and they may also stand and shoot. Armed this way and given a champion and musician, they outclass all other skirmishers in the game with the very notable exception of Wardancers.

Take them and enjoy their combat- and cost-effectiveness. I once carved up a Lammassu with a unit of these fellows on one turn of combat, but, hey...stories like that are best left out of a discussion like this, because that will probably never happen again...and we are here to examine the provable, not the improbable.

...remember that, those of you who have "Amazing Lumpin Croop Tales" to tell.


Pikemen
Defending in four ranks and charging with three, a large unit of these core troopers (preferably 28-35 models on a frontage of 7-8 in most situations) is an excellent if somewhat costly choice for a general interested in directing the fighting toward or away from a point on the battlefield. Generals who fear what pikes might do would simply rather not attack them, and so they stay away. This is not bad, as the prudent placement of a unit or two of pikes can force an enemy to move to part of the field that's covered by massed missile fire, or magic, or which is protected by far-charging cavalry. If your opponent obliges you and does attack your pikes, even better!

At 10 points each, though, they aren't cheap, 11 with heavy armour upgrade, but their uniqueness makes them a best buy � no other army has anything like them. Musician and standard are necessary, but champion is a toss up. IF you're going to put a character in the unit, the champion can be taken to protect him/her by issuing/accepting challenges. Otherwise, his one attack at +10 points when you already have 28-32 attacks is ineffective overkill.

One word of warning: protect pike units' flanks (duelists are good for this, as well as other ranked units or, better yet, terrain) since their bonuses are lost if attacked in flank or rear � really, they will just melt away under these circumstances. And beware frontal attacks from 1+save cavalry � it is unlikely you can hurt them. Even though you will attack them first at S4, they will pass most of their saves and then, look out! Chaos and Empire knights in small units can often break pikes on their own; in concert with a chaos chariot or a unit of heavily armored infantry, the enemy will be running you down at the end of combat in all likelihood.


Norse Marauders
At seven points each for WS4 frenzied troops, these are very, very, under priced for their potential effectiveness. However, remember that the attributes of frenzy cut both ways!

Take them in small-sized groups of 10-16 models (all that you need) and protect them from missile fire or from being triggered inconveniently (again, duelists work well for this). You can increase their save to 5+ by giving them shields for a slight, added measure of protection. Of the weapon choices available � extra hand weapon will increase their attacks to three each, but only at S3, so go for the S5-enabling great weapon at 2 points. Great weapon and frenzy make Norse one of the real hammers in your arsenal, whether you�re a DOW general, or another general looking to increase hitting power.

My colleague, Wicker Nipple says "I actually smile happily when someone shoots my Norse. They'll never panic from shooting, and as long as I wind up with 6 left they'll end up doing the job I designed them for. I'd much rather someone shoot up my Norse than my Pikes � every Pike model lost is one less attack."


Ogres
A more than decent buy at 35 points each. You know what they are; fear-causing, T4 troops with three wounds and three attacks each. Give them a great weapon (S6), take a champion upgrade (4 s6 attacks!), a standard if you need it, and cheap light armour if you have the points to spare � and let them lose on the enemy's flank. Lovely.

Warning � don't take units that are too large! Because they are fire and magic magnets, using them in multiple smaller units will increase their chances of making it into combat � and doing some real damage.


Cannon
It's the old Dwarf cannon � 48-inch guess range, S10, D3 wounds per wounding hit. For only 80 points - a best buy � almost any army that doesn't usually get cannon now does. For DOW generals, two cannon in your rare slots can take out a lot � if they don't misfire all the time!!!


ROR Best Buys:
As I've said, a ROR-based army will not be an effective fighting force. If you field a DOW army, you may be better off without taking any ROR, however, there are a few choices from the ROR selections that are good to excellent buys that can help.

Voland�s Venators
While the DOW heavy cavalry with a 2+ save is a good buy at only 21 points, the Venators are S4 for a modest 24 points each. Not bad, plus this is the one time you actually want a generic hero, Voland, who adds three attacks at WS5 to enhance your hitting power. This unit can help an army with little or no mobility field a hard-hitting flanking force. They won't win a battle on their own, but they are a good, cheap addition, capable of frontally breaking formed infantry. And, if you're a DOW general, they're core. They're like the DOW version of Inner Circle Knights; a good, solid buy.

Golgfag�s Ogres
What I said above for Ogres x5. Armed with two hand weapons and taking heavy armour, these ogres are led by Golgfag, who is a general in his own right with 6 nasty S5 attacks. At 285 points for Golgfag, Skaff (five attacks) and two of their ogre buddies (four attacks each), if you can get them into combat with most enemy units, you're going to make your points back and then some. Not too expensive, and if properly handled and protected, well worth the price.

My colleague Wicker Nipple concurs that this is one of the better ROR choices, but he feels he'd rather have two units of vanilla DOW Ogres with great weapons than this one unit with additional hand weapons...as the points are virtually the same. He's got a point: regular ogres are more cost effective and having two units to one clinches it. But, as he says, it's a toss-up. Golgfag is a mighty attractive brute.


Long Drong's Slayers
While not cheap at 12 points each, Drong's Slayers are the most subjective and, therefore, least defensible of my best buy choices. They are included here because they are unique AND they allow almost any army access to a useful unbreakable unit. I field 18 of them at 291 points. They can hold up combat for several turns, and I've had them run clean through an enemy line many times, opening up opportunities for the rest of my force. And, Long Drong is always the last man standing in the unit. It's a very exciting regiment that adds a lot of character to your games. And they're no longer bound by the farting rule from 5th edition... don't ask if you don't already know about it. They are also MUCH better and more durable than the unbreakable Cursed Company, which suffers from the usual curse of being undead and losing a combat.

Beorg Bearstruck and the Bearmen of Urslo
Some generals swear by this unit. I've always preferred the normal frenzied Norse with great weapons of the vanilla DOW list, but I can see their point � Beorg is a frenzied lord-level character with a 4+ ward save, S5, T5, and 5 attacks, and then there's a standard bearer with 3 attacks and the rest of the unit with 2 attacks each � all with a 4+ save in hth � and only 8 points a pop. If you are taking more than one unit of Norse in your army, you might want to add these fellows for a little more character and increased ability. It's also a unit that might work well in a similarly themed army � say Dwarves, Cult of Ulric, or even Chaos Marauders. A Best Buy indeed � if you don't mind the price tag.

DOW/ROR Worst Buys
Some of you are saying, "Hey, your grace! Why isn't my favorite unit, the halfling pot pie, included in your list of best buys? It works for me! In one game it took out a chaos lord and a unit of chosen knights! It oughta be in there!"

To which I reply respectfully, "Your heartfelt choice is not there, my esteemed friend, because your favorite regiment, though an emotional favorite, is as useful as brandishing a toilet brush against a manticore."

So, here is the list of DOW/ROR choices that are terrible buys and suggestions for better DOW troops that can be substituted for less cost. Here are the losers. Here are the units that defy the laws of physics, because they both suck and blow at the same time.


Marksmen of Marigliano

"What's that?" you say. "The Count hates my favorite unit, one of the most cost-effective and useful in the whole list? Everyone uses this unit and loves it. Who does that bum think he is?"

Boys, sorry to disappoint, but the Marksmen are a bunch of overblown turds who most definitely go into the worst buy category. Here's why you should save your points:

The minimum unit of 10 costs you 180 points. They're 11 points each. You have to take them with a standard, a musician, and pricey hero Maxamillian Damark, who gets one shot at BS5. This adds up in a bad way. See, for 180 points, you can take a unit of 22 vanilla DOW crossbows � or two units of 11 if you want to spread it out a bit � equipped properly for missile troops � that means no hero, no champion, no standard. A musician is a possibility for some, but not a necessity.

Shoot at an enemy infantry unit in heavy armour at long range with the name brand Marksmen and then the generic kind and see what happens. 9 of the Marksmen plus hero kill 2.1 troopers on average. 22 regular crossbowmen kill 4.2 enemies on average � twice as good. To match the effectiveness of the 22 regular DOW crossbows, your unit of Marksmen needs to be increased in size to 20 � for a total cost of 290 points. For that cost, I can now field 35 regular crossbows who, now killing about 6.2 troopers per turn, are again more effective than their higher-priced counterparts. If you want to spend almost 300 points to kill 4 troopers per turn, go ahead.

So you see, those of you who swear by the Marksmen, don't feel bad. You're a victim of advertising, whether it's Maximilian Damark's or GW's, I'm not sure. Still, the models are great � so use them for vanilla.

Lumpin Croops Fighting Cocks
I know � I used to love them too, but now, they just smell. Lumpin Croop, his L9 and his one shot at BS5 costs 40 points. His halfling buddies are now downgraded by one point in several important categories - BS4, S2, T2. Plus � they skirmish, but they can't scout. DOW already has excellent skirmishers � duelists � and with their downgraded stats, there's no reason to take the Fighting Cocks at 7 points each.

The Cocks make cheaper regular halflings look like a good choice, and with virtually the same stat lines AND as formed troopers that can move through difficult terrain with no penalty, that's what I recommend you take instead. You can field a much larger unit of regular halflings, which will shoot more effectively for the same price. It's that 'Marksmen' effect again.

The Fighting Cocks were always expendables that entertained because they actually MIGHT hold the enemy up, and sometimes did against the odds. Now, there's not a chance of that happening ever again. But, if you want flavor (say you�re doing an Averland- or Stirland-themed army), the Fighting Cocks do have that.

Halfling Hot Pot
A 50-point mortar for everyone! Yay! A mortar that uses a small template and hits at S3 so it doesn't kill anything! Boo.

You get the idea. At 80 points, you're much, much better off with the regular DOW cannon. It will kill more on average in a ranked unit than the not pot. Still �the pot is fun and has flavor; no pun intended.

The Giants of Albion
A tag team of big farfelloni that have some of the attributes of real giants except they come with a scroll caddy who can't take any scrolls. And, they take their leadership tests on a 6 � a 7 if you�re using the beastie mage for his leadership. If your leadership is so low you have to use a level one mage for his leadership, your onions are burned but good, pal. All this mind-blowing mediocrity can be yours for a whopping 450 points. Thank God, these are only available to DOW generals, which means you won't be seeing them much. And that's as it should be.

Yes, I've been burned.

The Birdmen of Catrazza
Only available to DOW generals and better off on E-Bay than your tabletop, the Birdmen cost a lot (25 points each), can't really shoot anymore, couldn't win combat against a war machine crew let alone a ranked unit, and what they can do � act as march interdictors and stage supporting flank or rear attacks � any light cavalry can do better and cheaper. They don't cause fear; they cause laughter � or tears, if you were the poor buffo who paid GW the lira these cost. I can't begin to describe how rotten they are in 6th edition. Did I mention they cost a lot? They have the distinction of being The Most Universally-hated ROR Choice of Warhammer Generals" from my unofficial polling.

Al Muktahr and his Desert Dogs
You all HATE this unit.
When the 6th edition DOW lists came out keeping the Dogs "heavy" cavalry, I agreed that it was a complete waste of points. When it was finally reclassified as fast cavalry, I thought it was really not a terrible unit at all.

Thank you, Wicknipple for the reality check. The Desert Dogs "concept" relies on the hope that a unit of fast cavalry with two heroes in it will be ignored and may then be free to wreak havoc in the enemy rear. It's not a bad idea, but my favorite alternative to this unit is a company of 5 vanilla DOW fast cavalry with spears, full command, AND a DOW captain armed with a lance on an un-barded horse, so he doesn't slow the unit down. This 'trick unit' has a slight advantage over the Desert Dogs in my tests, but has the same relative effect.

So the question is, do you want a moderately hard-hitting light cavalry unit as a kind of one-trick surprise? Or, do you prefer to use fast cavalry in its more traditional role? I think my trick unit is a good once-in-a-while choice to throw off your regular opponents � or for taking to a tourney if you can afford the points and realize that they more often than not will simply not pan out for you.

My trick unit? 170 points. The Desert Dogs? 245 points. As my pal Wicker Nipple just pointed out, "Paying 250 points for a unit of Light Cavalry is about as smart as putting your Paymaster in a unit of Light Cavalry. Don't be that guy."

I now hate them as much as the rest of you. The models are great, though, and I see them used to good effect a lot of the time. I seem to recall at least one above-average looking army made up largely of these troopers.

Rugluds Armoured Orcs
To those of you who said these were "unique" and "helpful" because they were T4 crossbow troops that "could go h-t-h if required," I can only reply, "Sorry!" A much better buy is vanilla DOW dwarves armed with crossbows: they're cheaper, they'll hit as often as Ruglud's boys, they're also T4, they're on smaller bases so you'll get a couple more of them into combat. While not a 'Best Buy', crossbows dwarves are a good solid buy � and are a MUCH better buy then the animosity-suffering greenskins (The mercenary dwarves with any arming option are also a good, solid choice for Empire or DOW armies, but that's a matter of your taste). Ruglud remains in my mind primarily a choice for Orc and Goblin generals, who really want to use mercenary crossbows, but they favor 'greenness' over the more cost-effective humans.

You may have a "unique" idea of how to use them. I confess I haven't been able to think of any for a couple of weeks now.

Tichui Huichi�s Raiders
There's just no reason for this sort of thing happening.

In short, regular Saurus Cold Ones have just made this unit completely obsolete, so if you're into a themed army, say Empire Estalians or Lost Ericson's DOW Norse, or you want to do a skink-y themed Southlands Lizardmen army, you're among the three generals in the known world with a reason to take these.

Vespero's Vendetta
Wow � duelists with two hand weapons and 6+ armour save! Not bad. Plus � a hero with four attacks who wears a scary rubber mask that causes fear!

Hunh? Yeah, that's right. HE alone causes fear. It means that sometimes he can only be hit on a six. And, because he alone will never outnumber ANYONE, he will never cause anyone to break based on fear. Amazing � two regular duelists will do the same thing he will do for 14 points � without the totally useless "Fear Factor".

Booga boooga boooga! I much fear your lame mask, Vespero.

Solution: Take this lousy unit and downgrade it to vanilla � for the 85 points Vespero himself costs, you can take 12 more crackerjack duelists with sword and dagger. I don't need to do the math here to show which option is more effective, do I?


Marginal ROR and DOW Buys:
Reports on each of these ranged from "Must haves" to "Please, take the models from my sight and melt them into slag." Many of you have an unreasoning hatred/love of these units. But, more likely, the truth lies in the middle. Let's just take a quick look.


Special Pike Units
While two of these are actually not terrible buys, none of them is better than a regular vanilla DOW pike unit � bottom line. So go cheaper with standard pikes and do better. The only unit in this category that's a good buy is Pirazzo's Lost Legion � the combined Crossbow/pike formation is unique and it will actually give you a multi-purpose unit for less cost than a unit of crossbows AND a unit of pikes. The liabilities are that you have one rank armed with crossbows that gets to absorb the enemy charge and may or may not get to fight back, and you have to take Pirazzo, who is as useless as the Pope at Mardi Gras.

The three other special pike units all come with 65ish-point heroes and one or two special abilities � Leopards are immune to panic, Republicans have WS 4, and the Alcatani Fellowship � this is odd � is cheaper than regular pikes per man because its troopers are WS2 militia, but comes out to cost about the same at a useful unit size because you have to take hero Roderigo Delamonte along for his 60-odd points.

The Republicans and the Lost Legion have application, but the Alcatani Fellowship should be re-named the Fellowship of the Truly Crappy, and those immune to panic Leopards may look attractive � but if you're using nice big pike blocks like you should, panic isn't something you really need to worry about too much, anyway...

Trust me and choose vanilla...


Bronzino's Galloper Guns
These are controversial, with some of you calling them useless and others claiming you can't work without them. I've always liked them and have used them on occasion � they've even helped me win a couple. My bottom line is this: though expensive, they are one-of-a-kind and, if used properly, can do more damage than other, more powerful artillery. While not a best buy, they're a good choice that adds interest to your battles.

Here's why. Put two of them on your flank with their disposable leader Bronzino in support, and on turn one � march forward 16 inches and unlimber your guns, aiming at the best target you can find. On your next turn, fire two S5 cannon shots through that target � which should hopefully be on the end of the enemy line. If anything gets in charge range of you, use Bronzino in a suicidal charge to draw them away. This ought to work; I mean look at Bronzino! He has a wooden leg. He's done this before (and failed). The Gallopers' mobility gives them the chance of getting off a shot that enfilades much of the enemy battleline, or a useful volley into the flank of something very vulnerable, like knights. They can also be used to get behind the enemy line � and that's just a hysterical occurrence.

Wicker Nipple says the only reason he'd use these guys "is to get Bronzino the Suicidal on my side. An independent dirt-cheap character that doesn't count against your character allotment is no joke. There's a near infinite range of things he's capable of doing once you realize he's there to die. Need to pop fanatics? Bronzino's your man! Got some nasty frenzied enemies who need that special incentive to get some exercise? Bronzino's your man! Need someone to die for the cause, just so his army can't march? Bronzino! We love you! He's cheaper than a unit of Light Cav, and does all those jobs just as well. Plus you can make bets with your opponent before the game how many turns you think he'll last." True � and you get a nice bronze cannon (or two or three) that can move 16 inches for 100 ducats each. Not a bad bargain.

Paymaster's Bodyguard
If you're a mercenary general, you've got to take a paymaster: it's an interesting conceit. I don't mind carrying an accountant through the battle, but it does create challenges for the DOW marshal when you consider the paymaster's death leads to an immediate army-wide panic test.

How do you prevent a paymaster from getting targeted for removal? The obvious assumption is that if you have to take him, it's a good thing to take his bodyguard along as well, right?

Well...maybe not.

Sticking your paymaster in a stubborn bodyguard could be a good thing � it's also a bad thing when you consider that unit becomes a magnet for everything your opponent can dish out. It's use is contingent on knowing what your strategy is for building your army and then deciding if a bodyguard helps you accomplish that.

For example � if you're building an offensive army and charging in with a unit of halberd-wielding guardsmen, you should be fine. On the other hand, though the bodyguard may survive a cavalry charge � remember, they're stubborn while the paymaster lives � any cavalry attacks directed at your paymaster will likely kill him. And, if fighting a defensive battle, the problem persists: the paymaster is a target.

Honestly, I take some pains to protect my paymaster no matter where he goes, and most people I play against don't make it their objective to kill him. Paymaster demise has only lost me one or two games. I'll use the bodyguard sometimes: they're really pretty good if you use them carefully. Other times, you'll find my paymaster mounted. These days, my paymaster resides in a unit of pikes � much better. Come and get him, boys.

BTW � there is almost no reason to take the bodyguard WITHOUT the paymaster, unless you're going to be hiring a 'paymaster double' and hide the real accountant in a building with a unit of DOW dwarves with two-handed axes. Hey, now THERE's a thought!


In Conclusion
Ok � you may think I'm being a little cruel in this piece, but you asked and I'm only crunching the numbers, and asking DOW and other generals what works and what doesn't. Any debunking going on here is going on in the interests of truth and helping you to avoid the pitfalls of advertised abilities that don't always back up their claimed effectiveness in practice. Think of today's article as Consumer Reports for leadheads.

There are units (Crossbowmen, DOW Dwarves, Heavy Cavalry, The Dragonlord, and others) that didn't make it into Best Buys. We certainly had room for them, but they only range from unspectacular to solidly good. Others are actually BAD (Braganza's Besiegers, the Fellowship, the Witch Hunters, or the Cursed Company), but they didn't make it into Worst Buys because they actually have some use beyond their considerable fluff.

What we covered in Best Buys is proven effective. I'm not trying to scare you off worst buys: they can sometimes be fun (even if you're not a masochist), but if you're looking for an optimally effective force, they are truly a detriment to your good planning and hard work. And, you don't want to spend money on mercenaries that won't work for you, unless that's part of your idea/strategy for what your army should be.

So the next time someone approaches you with a smile and a brochure or, say, a magazine, with a nice picture in it of a well-appointed unit looking in fighting trim, ask yourself this; does it work? Kick the tires, read the stats, compare and contrast, ask the man who owns one, and most importantly, roll the dice before you spend the money...

I'm just looking out for you, Bambini.

See you next time when we finally address the questions you have about terrain. Until then, huzzay, and pass the grappa!

~ Count Federigo da Montefeltro
Duke of Urbino, KG,
Order of the Golden Fleece, etc. etc. ~



Created by: ZiggyQubert. Last Modification: Sunday 25 of January, 2009 01:27:17 PM EST by ZiggyQubert.

RSS feed Calendars