Anvil unit?
Anvil unit?
Greetings, esteemed generals!
I am a loooooong-time lurker, but now beginning tentative steps towards building a glittering host almost twenty years after selling my original one after university
I have a LOT of questions… but to start, I’m curious how you would build an “Anvil Unit” with our options? I know the pithy answer is along the lines of “play Dwarfs”… but back in the heady days of 6th edition you could approximate something with a hero/Prince with a White Lion cloak in a unit of spears (or indeed White Lions), but I’m guessing these days that Seaguard or Phoenix Guard are the best starting point?
Have at it! I look forward to your responses
Cheers,
NJK
I am a loooooong-time lurker, but now beginning tentative steps towards building a glittering host almost twenty years after selling my original one after university
I have a LOT of questions… but to start, I’m curious how you would build an “Anvil Unit” with our options? I know the pithy answer is along the lines of “play Dwarfs”… but back in the heady days of 6th edition you could approximate something with a hero/Prince with a White Lion cloak in a unit of spears (or indeed White Lions), but I’m guessing these days that Seaguard or Phoenix Guard are the best starting point?
Have at it! I look forward to your responses
Cheers,
NJK
- TyrrenAzureblade
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Re: Anvil unit?
At higher point games (2000-2500) I always field Phoenix Guard as my anvil. 6x4, with full command, Battle Banner, and I embed my BSB (Banner of Arcane Protection) in the unit. A lot of folks are still underestimating WS this edition and how much it can matter when there aren't as many supporting attacks. And with their Ceremonial Halberds and Martial Prowess, they can hit back hard with supporting attacks. Most other armies Special and Rare elite units are WS4. WS5 hits a lot of things on 3+ and gets hit back on 4+. Of course dice will dice, but it helps. A great tactic is to march your Phoenix Guard all the way up to an inch of an enemy unit to force the issue and ideally receive a 1" charge the next turn, usually allowing you to hit first with I5, Elven Reflexes and Fight in Extra Rank. Also, the 4+ armour save from full plate is great when AP isn't tied to Strength. Their ward was heavily nerfed, but they are still the heartiest infantry we have.
People will laud Sea Guard as the best anvil to field, but in my experience, they've been an expensive trap. At lower points, I prefer to field a lot more Spearmen, with Shield Wall to have more bodies and not get bogged down in trying to find efficient uses of Sea Guards' shooting. I prefer just having Spearmen and Archers, each in their dedicated roles of anvil and overwatch respectively. While my Spearmen hold something, my Archers are still free to fire on targets of opportunity from the back lines. But hell, give it all a try and see what works best with your play style and army composition. Also, don't sleep on Silver Helms. If you're going cavalry heavy, they're a great anvil that matches the speed of the rest of a cavalry list.
People will laud Sea Guard as the best anvil to field, but in my experience, they've been an expensive trap. At lower points, I prefer to field a lot more Spearmen, with Shield Wall to have more bodies and not get bogged down in trying to find efficient uses of Sea Guards' shooting. I prefer just having Spearmen and Archers, each in their dedicated roles of anvil and overwatch respectively. While my Spearmen hold something, my Archers are still free to fire on targets of opportunity from the back lines. But hell, give it all a try and see what works best with your play style and army composition. Also, don't sleep on Silver Helms. If you're going cavalry heavy, they're a great anvil that matches the speed of the rest of a cavalry list.
Re: Anvil unit?
I think TA is pretty on point with my opinion of the options we've got.
For a unit that's there to catch a charge and hold it for your hammer the next turn I really like a block of spearmen with the banner of iron resolve and Shieldwall. Without something like item destruction or a bad terror check you'll hold.
For a unit that's there to catch a charge and hold it for your hammer the next turn I really like a block of spearmen with the banner of iron resolve and Shieldwall. Without something like item destruction or a bad terror check you'll hold.
Re: Anvil unit?
It depends a lot on what you're fighting, infantry don't do great in the current meta as they're slow and step up hurts them a lot.
A big block of infantry is just asking to be combo charged by chariots/cavalry. Impact hits and higher initiative lances will strip most of your attacks back and then you'll end up getting shunted backwards a few inches.
I've found big blocks significantly harder to use this edition. They need a lot of work or an opponent with a similar list building ethos
A big block of infantry is just asking to be combo charged by chariots/cavalry. Impact hits and higher initiative lances will strip most of your attacks back and then you'll end up getting shunted backwards a few inches.
I've found big blocks significantly harder to use this edition. They need a lot of work or an opponent with a similar list building ethos
an interesting variation on my usual playstyle, which is 'charge forward, forward for the love of khaine, we can fight better than any of them and they can't shoot into melee why is our armor so thin ohgodcannons'
Re: Anvil unit?
I can only agree with what's being said.
I mainly struggle to field PG as my elite points want to be spent on something that hits hard. I guess you could run an elite anvil and substitute a hammer from characters (star dragon) and core (SH) but I find it more to my style of play to field a core-anvil (spears) and elite-hammer (DP, SM).
I mainly struggle to field PG as my elite points want to be spent on something that hits hard. I guess you could run an elite anvil and substitute a hammer from characters (star dragon) and core (SH) but I find it more to my style of play to field a core-anvil (spears) and elite-hammer (DP, SM).
Re: Anvil unit?
Agreed. Phoenix Guard with Battle Banner is our top anvil, hands down, no contest. Massive static res (you can deploy 4 wide if you want when you start to lose troops as they are heavy infantry), 4+,6++ save against most things, high WS, and they are resistant to flank charges with supporting attacks on all sides and Steady in the Ranks meaning enemy needs a unit with Unit Strength 10+ to disrupt them - that rules out most chariots and monsters, and knocking a few wounds of a small cavalry unit will also mean it loses disruption against you. Their initiative is also high enough that on a first round of combat they'll still be hitting at the same time as a lot of units even when receiving a charge.
I have had decent success with Sea Guard as anvils as well, but this is more caveated. I use my Seaguard with Razor Standard as a host for an Archmage with High Magic, and give the Archmage a power scroll. Walk Between Worlds makes them highly resistant to many charges against most enemies, and they are threatening enough with the Archmage that and lots of AB(2) shots/hits that they can't be ignored. Power Scroll helps make sure you have WBW when it really counts. Without the Archmage they are still a decent core-points anvil - naval discipline means they get a quite a lot of attacks receiving a head-on charge- but are quite vulnerable on the flank and to warmachines.
I don't like having more than 2 big blocks of infantry, so the above is my standard and preferred pair.
I have had decent success with Sea Guard as anvils as well, but this is more caveated. I use my Seaguard with Razor Standard as a host for an Archmage with High Magic, and give the Archmage a power scroll. Walk Between Worlds makes them highly resistant to many charges against most enemies, and they are threatening enough with the Archmage that and lots of AB(2) shots/hits that they can't be ignored. Power Scroll helps make sure you have WBW when it really counts. Without the Archmage they are still a decent core-points anvil - naval discipline means they get a quite a lot of attacks receiving a head-on charge- but are quite vulnerable on the flank and to warmachines.
I don't like having more than 2 big blocks of infantry, so the above is my standard and preferred pair.
Re: Anvil unit?
Thank you everyone for your replies!
Seaguard seem very versatile in the current edition, but potentially tricky to use to their full effect - exactly how I found them back in ***5th edition*** before all their current fancy rules.
A follow-up question if you don’t mind - can you do *two anvils, e.g. 16 PG and 20/24 Spears? Is it better to widen the frontage with two smaller units, or to concentrate the staying power in one larger one?
Cheers,
NJK
Seaguard seem very versatile in the current edition, but potentially tricky to use to their full effect - exactly how I found them back in ***5th edition*** before all their current fancy rules.
A follow-up question if you don’t mind - can you do *two anvils, e.g. 16 PG and 20/24 Spears? Is it better to widen the frontage with two smaller units, or to concentrate the staying power in one larger one?
Cheers,
NJK
Re: Anvil unit?
20 spears isn't an anvil, it's easy VP for an opponent
an interesting variation on my usual playstyle, which is 'charge forward, forward for the love of khaine, we can fight better than any of them and they can't shoot into melee why is our armor so thin ohgodcannons'
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Re: Anvil unit?
In a 2k point game, what would a good spear anvil look like?
- TyrrenAzureblade
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Re: Anvil unit?
At 2k, I'd go for Phoenix Guard (20 in 7x3 with the BSB embedded) instead of Spearmen and fill out core with Reavers, Archers or Silver Helms. But if you're wanting to use your Special allotment for hammers, then I'd go 24-30 spears. Also don't forget when spears get charged in the front, you're fighting at I6 with Elven Reflexes and the Thrusting Spear special rules as well as getting Fight in Extra Rank. This can catch some opponents off guard if they're not used to fighting Elves.BrushmasterOfHoeth wrote: ↑Tue Aug 06, 2024 6:22 pm In a 2k point game, what would a good spear anvil look like?
Re: Anvil unit?
32 with shield wall would be more on an anvil and I've even had those chipped through by demigryphs in 2 roundsBrushmasterOfHoeth wrote: ↑Tue Aug 06, 2024 6:22 pm In a 2k point game, what would a good spear anvil look like?
an interesting variation on my usual playstyle, which is 'charge forward, forward for the love of khaine, we can fight better than any of them and they can't shoot into melee why is our armor so thin ohgodcannons'
Re: Anvil unit?
What's the definition of "an anvil" exactly and what's the role in your army? This might affect the answer.
To my mind an anvil needs to be able to:
1) Go toe-to-toe solo against low to mid quality infantry and usually win (bonus if also again elite infantry)
2) Reliably hold for long periods and/or win (usually on static res) against solo charges from small heavy units (e.g. elite cavalry, monsters, chariots)
3) Hold against multiple charges for at least a turn until a hammer arrives, including flank charges
The PG alone with battle banner, no characters is able to do 1-3, including being fine solo against most heavy infantry. Large, multi attack high Initiative elite cavalry units (e.g. Chaos Chosen Knights) may be the exception on 2 as the charge may break them. They they survive it they're probably OK.
The Sea Guard with Razor standard are easily 1. On 2, they can likely hold against a monster for at least a turn (with a challenge), but are much more vulnerable to impact hits from chariots, and elite cavalry may break them, although lucky Stand & Shoot can often save the day particularly against smaller units. Naval Discipline also allows you to maximise static-res on the turn they're first charged, if that's what you need. They are not 3. But if you add Walk Between Worlds, suddenly they are easily all 3 unless an opponent has a lot of magical attacks - immune to most impact hits (all? i can't think of a magical impact hit OTOH but it must exist), enough attacks to probably do some wounds so likely to at worst FBIGO even if disrupted.
Spearmen I would say are barely 1, and worse than SG on 2 (about 1/2 the attacks on the charge turn counting S&S and harder to manage appropriate ranks for static res). They are probably not even 3 with Shieldwall because you'd still have to FBIGO to switch it to give ground. You could use Banner of Iron Resolve + Shieldwall to give them a 1-shot chance at 3. I'm not including WBW for the spearman because in general it is a bad place for a High Archmage.
So the core units can kind of do the role, but not as well as PG.
All in all my point is this...
You can easily get 1.5 anvil units (by my definition) with a block of PG and Spearmen or SG in support. The only way to get two true anvils is to have two large units of PG, and only one can have the Battle Banner (I guess War Banner on the other), but those points are almost certainly better spent on hammers to support them.
As mentioned above, I like to run a Phoenix Guard and Sea Guard unit. My SG do end up playing an anvil role a lot, because they are the host for my Archmage and WBW as mentioned pushes them to full anvil unless facing magical attacks. But they have other roles as well: their shots can clear a lot of lighter flankers or even just smaller heavy units (e.g. 5 knights), as well as threaten large (shots are low strength, but all wounds are on a 6 so -2 Armour Save and all of the unit can shoot including on Stand & Shoot), provide security for the Archmage to be close enough for Buff spells... and often given a supporting charge for the PG if it is necessary as they're usually a bit behind even with WBW. In short it's ok that it's not the best anvil because it also is doing other things. I don't think Spearmen would have a similar range of backup roles and in many ways make a worse anvil against a lot of different types of unit.
Re: Anvil unit?
Sizing on the PG and SG unit size? Is 10 PG enough to be a proper sized anvil?
Re: Anvil unit?
10 is not enough, double it. You need a couple of ranks and to be able to take some CC casualties, plus whatever chip damage from shooting or magic hits them before combat
an interesting variation on my usual playstyle, which is 'charge forward, forward for the love of khaine, we can fight better than any of them and they can't shoot into melee why is our armor so thin ohgodcannons'
Re: Anvil unit?
This is all great stuff, thank you!
Regarding characters and magic items, what’s a good load out for the BSB in the Phoenix Guard unit? Is it worth making him fighty, or are you better off paying for protection? Loremasters Cloak seems a good bet for a unit champion, but PG or SG?
Cheers,
NJK
Regarding characters and magic items, what’s a good load out for the BSB in the Phoenix Guard unit? Is it worth making him fighty, or are you better off paying for protection? Loremasters Cloak seems a good bet for a unit champion, but PG or SG?
Cheers,
NJK
Re: Anvil unit?
BOTH!
Go Warden of Saphery for S6 killing blow attacks, 2 opal amulets and if you aren't using it elsewhere the dragon helm. War Banner might also be fun for a total of 5-7 static res.
Cloak if you want it is better on the champ.
As to size i'd say 16 is the *minimum* I'd consider, and only that low if points are tight and you really need other stuff. 20ish is about right.
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Re: Anvil unit?
You have to use Annointed of Assyrian to join PG, so no warden of saphery.
- TyrrenAzureblade
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Re: Anvil unit?
Phoenix Guard have no such restriction, but I would personally recommend Pure of Heart for the additional ld9 bubble. We have fairly high leadership compared to a lot of armies, but all it takes is one bad roll for your all important unit to start fleeing and potentially get run down. That one point of leadership can make a difference and has made a difference in my games.BrushmasterOfHoeth wrote: ↑Thu Aug 08, 2024 5:33 pm You have to use Annointed of Assyrian to join PG, so no warden of saphery.
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Re: Anvil unit?
Indeed. Phoenix Guard are the exception to the "rule" where our characters need specific honours to join a unit or get the most out of them.TyrrenAzureblade wrote: ↑Thu Aug 08, 2024 6:49 pmPhoenix Guard have no such restriction, but I would personally recommend Pure of Heart for the additional ld9 bubble. We have fairly high leadership compared to a lot of armies, but all it takes is one bad roll for your all important unit to start fleeing and potentially get run down. That one point of leadership can make a difference and has made a difference in my games.BrushmasterOfHoeth wrote: ↑Thu Aug 08, 2024 5:33 pm You have to use Annointed of Assyrian to join PG, so no warden of saphery.
I think Pure of Heart is great, but I also like Warden of Saphery for a Noble. 10 points for a Sword of Hoeth and Killing Blow is a pretty good deal, and it gives you more room to take defensive items on your Noble because you don't need to bring a magical weapon.
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Re: Anvil unit?
I don't know how I missed that!TyrrenAzureblade wrote: ↑Thu Aug 08, 2024 6:49 pmPhoenix Guard have no such restriction, but I would personally recommend Pure of Heart for the additional ld9 bubble. We have fairly high leadership compared to a lot of armies, but all it takes is one bad roll for your all important unit to start fleeing and potentially get run down. That one point of leadership can make a difference and has made a difference in my games.BrushmasterOfHoeth wrote: ↑Thu Aug 08, 2024 5:33 pm You have to use Annointed of Assyrian to join PG, so no warden of saphery.
Re: Anvil unit?
I don't think we have a true anvil this edition. Phoenix Guard remain T3 with indifferent armor, and the Ward Save isn't really worth mentioning. Attacking in 2 ranks is nice, but unlike Swordmasters, the break point of their Initiative means even mediocre Initiative will still strike first against them. This is the edition of monsters and cavalry, whether we like or not, and infantry will always be on the back foot this edition. Absurd rules like First Charge have guaranteed that.
I'd avoid our Core spear wielding units, I'd avoid White Lions, and I'd go for Swordmasters or Phoenix Guard if I was really committed to the notion or theme of having an infantry unit.
I don't like it, but in terms of sheer viability, any points I spent on fighting infantry are almost always better spent on their Core or Special Heavy Cavalry equivalent (Helms and Dragon Princes.)
Thanks to Counter Charge, Dragon Princes are actually very good at receiving charges from pretty much anything where Counter Charge is a legal charge reaction.
I'd avoid our Core spear wielding units, I'd avoid White Lions, and I'd go for Swordmasters or Phoenix Guard if I was really committed to the notion or theme of having an infantry unit.
I don't like it, but in terms of sheer viability, any points I spent on fighting infantry are almost always better spent on their Core or Special Heavy Cavalry equivalent (Helms and Dragon Princes.)
Thanks to Counter Charge, Dragon Princes are actually very good at receiving charges from pretty much anything where Counter Charge is a legal charge reaction.
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Re: Anvil unit?
This has usually been the case in the other editions I've played as well (7 and . With a few exceptions, cavalry usually outperformed expensive infantry. Maneuvrability helps win games because you can dictate the pace of the game, and getting the charge means you decide who gets to fight on your terms. Add to that that cavalry generally hits hard, and they almost always outperform elite infantry.
Monsters aren't really any different. Their counters usually are warmachines, magic, or other monsters, and maybe cavalry. Infantry is generally just too slow to catch them unless they want to be caught.
The exception tends to be cheap infantry that can stick around or is just disposable. Skaven slaves for 2 pts a model were great at this. As were 60 model blocks of clan rats when they could be steadfast. But those are more the exceptions than the rule.
Only monstrous infantry gets around this by hitting hard enough.
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