Here is the first installment of my unit analysis for diskwars. As before I will begin with some general observations, which I will follow up with my first three categories.
Baseline statistics:
For non-hero disks, I have also created a Baseline pattern much as I did for the heroes. Because your basic units in the armies tend to be the most common numerically, I used them to create a rough baseline for the “average” soldier. I also considered the hero baseline, which reflects the following properties: enough attack to wound almost every hero disk, enough counter to wound only the weaker hero disks, and enough stamina to survive the baseline counter values of other heroes.
Based on this, I would say a unit disk should have similar characteristics relative to other units: can wound other units on the attack, but not on the counter. This gives us a baseline of at least four attack, three counter, and four stamina. Anything less than this is a sort of disappointment and anything higher than this is a bonus, as it gets you into hero territory. Essentially, a Marienburg Swordsman fits the baseline: lower stats than a swordsman is pretty bad, anything above a swordsman is immediately getting quite a bit better. The baseline referenced in the sections that follow will refer to the unit baseline and not to the hero baseline unless otherwise specified.
Movement baselines are the same for units as they were for the heroes: three flips on a large disk, four on a medium, and five on a small. Ranged damage baseline is two per dice and rolling two dice, or two damage for a magic attack. A two-damage impact hit is also considered baseline for my purposes, because two is my favorite number and I like the consistency I just created for all of these baselines.
Overlapping categories:
Disks which overlap categories are fairly common, with stats that could reflect multiple roles. When filling out an army, I try to have as many roles as possible filled to give me flexibility and additional options in combat. So how do you choose disks to best fit your needs? I consider the role first, and then the cost, and try to balance the two while simultaneously giving my army the maximum amount of flexibility. (This is a general rule of thumb—occasionally, I go for all ranged, or all disruption, etc. just for fun, but some level of flexibility/diversity is necessary to be competitive).
Generally speaking, a disk becomes more effective the more roles it can fill, though there comes a point of near-absurdity since each disk can only activate once no matter how great its stats and how high its cost (thinking of Mannfred here—he can’t fight, magic blast, and reanimate all in the same turn). Some units are specialists and cost less, so they are less effective overall in role fulfillment, but are actually more cost-effective. Some units are generalists or statistical monsters. This makes them much more effective in filling multiple roles, but they are actually a bit less cost-effective overall. Occasionally, you get the rare unit that is a statistical monster that fills more than one role while remaining fairly cheap—these are the most effective units of all, as they are tabletop effective and cost-effective!
To use examples: the orc shaman is a one-dimensional, highly cost-effective disk. Its use on the tabletop is restricted, as it can only fill one role (ranged damage), but for cost, it is very good. You only need it to deal some ranged damage to make back a handful of points, so it is a solid investment
Silver Helms, on the other hand, are a statistical monster. They have high movement almost like a disruption unit, swift attack and a decent counter like a duelist, and impact/a desire to avoid being pinned like an impact unit. Heck, they are even fairly tanky due to their five toughness. They can effectively carry out multiple roles, and they are a pretty scary unit. The downside is that you pay through the nose for them, so they are much more difficult to make cost-effective in spite of their role diversity, as they must destroy several units or seriously disrupt your enemy’s plans to justify their high cost.
Sometimes, though, you get the best of both worlds. Knights Panther fill several roles, as they are tanky, impact-oriented, high attack-value disks with decent movement (great with Myrmidia’s Blessing) all for the low price of 10 points. This makes them extremely potent disks, as their stats and low cost allows you to pack two of them into one regiment more reasonably, where they can carry out a variety of needed roles as the battle evolves.
Below are the distinct categories of units that I have found in my musings. You will notice that there is some overlap in role with the heroes, and that there are also new roles that are currently available only through units, and not through heroes! I have starred the new categories, and will start my musings with two of them.
To make a competitive army, I think you need at least two categories to be strongly represented. This prevents the enemy from countering you too easily, and allows you more flexibility in responding to the scenario and the developing battle. Later, I will discuss the different categories relative to one another, and give my thoughts on what I see as counters/weaknesses for each class. I will save this for the end, though, once all my categories and the units they contain have been posted.
Here are the categories:
1. *Duelists
2. *Brawlers
3. Tanks
4. Support
5. *Disruption (Split into two sub-groups: Maneuver and Statistical)
6. Hunter-Killers
7. Impact Units
8. *Minions
9. Ranged Damage
We will begin with two new classes: the Duelists and the Brawlers. These disks are really very similar in some ways. They are both tough troops that you expect to deal decent damage in combat, and you may be willing to trade them, but you would not sacrifice them needlessly. They are usually excellent targets for an empowerment token, though they will deal their fair share of damage without one as well.
These disks as a whole punch above their pay-grade, but are not quite hunter-killers. They boast hero-baseline stats, or darn close, and are perfectly capable of destroying minions or wounding even heroes and hunter-killers when given the chance, but they lack either high enough stats or the stamina necessary to really be true hunter-killers. These heavy troops come in two distinct flavors: the duelist and the brawler, both of which are similar in role, but different in execution.
The Duelist:
The duelist category thus far is a select club. It holds a pair of units who have some hunter-killer flavor, but who lack persistence in a scrum or who struggle to defend themselves when pinned. This category is perhaps the love-child of hunter-killers and impact units; a duelist packs significant punch one-on-one, like a hunter-killer, but often can’t really afford to get involved in complicated scrums, and can suffer from an early pin like an impact unit.
I felt that this deserved its own category, even among the heavy infantry. You pin and win with these guys, but usually in a one-on-one scenario, not in a massive engagement (that would be an impact-style unit) or in a scrum (that would be a hunter-killer). They are individual close-combat specialists, and they should be used like a scalpel, not a sledgehammer. They boast swift attack values, but low toughness, so they want to dance around you and poke holes in you one by one. If allowed to pin individual enemies, there is a chance that they will do just that, and eliminate unit after unit in individual duels.
Sword Masters of Hoeth:
The Sword Masters are an excellent poster child for the new duelist category. They excel at pinning individual units and destroying them one-on-one, and you do not want them coming after you late in the activation phase. They are one of my favorite units from the fluff, and I love chopping enemies apart without being touched by their return attacks, so they are big success in that regard.
They also suffer from the flip side of being a duelist, because as soon as a scrum develops or multiple enemies get involved in any way, they lose their effectiveness rapidly. Their counter is still above the unit baseline, so they do ok in killing enemies that pin them, but trading them for a Marienburg Swordsmen just hurts.
Wardancers:
Wardancers are the ultimate duelist, even better than the Sword Masters in many ways. Their unparalleled ability to win one-on-one extends to situations when they are pinned, and their extra flip also makes them excellent duelists, as it enables them to cover more ground and catch a juicy target. Their devaluation in a scrum occurs very rapidly, as well, which fits the theme. There really isn’t much more to say about them, but I think they are probably the best small-disk in the game to date; I love these guys!
Surprised not to see Daemonettes in here? I sort of surprised myself by leaving them out. They get an honorable mention, but don’t make the cut, as I view them as being duelist-flavored minions. You will find out why in great detail in the minion section…
The Brawler:
The brawler is a unit that is not as flashy, not as fast, not as deadly in a duel as a duelist—but it is tougher, it holds the line, and it will try to hang on and inflict a wound even if pinned, or survive the attack if it is not hero-grade. The biggest difference between them and duelists is obviously the loss of the swift keyword, but they gain a crucial point in toughness, which means they can still trump most minions with ease. Their high attack values mean they can pin a hero and inflict a wound, or pin a minion and survive the counter just fine. Overall, they help anchor the battle line, support your heroes, and can deal out the damage when needed. These units probably don’t sting quite as much when you lose them compared to a duelist, so long as they drop a good punch on your opponent's nose as they go to casualty pile.
Talabheim Greatswords:
Greatswords are very close to being hunter-killers in a basic sense, as they are able to pin an enemy and do have a chance to hang on for dear life as they go for the kill due to their ability. However, they are missing a few things. First of all, they lack the all-important fifth counter and stamina. This means that they are often unable to effectively clear the enemy on top of them, and that they can do down while inflicting no wounds. Secondly, their ability is conditional, so even the swift aspect of their counter is not always available. They are a solid unit, and an effective brawler, but come up just short of being hunter-killers in terms of classification. These guys are what you would expect from a good brawler: they can take a punch, and they can give one right back.
Black Orcs:
These guys are brawlers for sure, with a killer attack rating, and the capability of becoming rather tanky if they pull off a pin. I almost put them in the impact side of things since they are so weak comparatively when pinned, but I don’t think that really fits their feel. These guys just need to jump into a massive scrap and hang on until they have dealt their wound. At that point, they can die happily, with their fists covered in enemy blood. These guys are pretty studly if they manage to pull off a pin on an enemy hero, but the missing stamina and counter value mean they can’t truly join the hunter-killers. All in all, they hit hard, and can take a punch in a scrum and still deliver a hefty blow on the way out, which is classic brawler.
Hammerers:
Hammerers are closer to being hunter-killers than anything else in this list, but again, their lack of stamina locks them out of this role. Their stats are great for a brawler; these are the guys you want as the bouncers for your gunline. Five attack means they deal wounds while pinning, counter four with guard means they deal wounds when they get pinned, and five toughness means they won’t die to the first tickle fight that develops. If these guys pin you, they are virtually guaranteed to take at least one unit down, and even pinning them usually results in a trade-off at best. They brawl with the best of them, and do it even better if Helga happens to be nearby, at which point they morph into duelist-brawler-toughness machines.
Grave Guard:
Grave guard have obvious limitations compared to the other brawlers, but they don’t really fit any other category, and their ability (when active) makes them excellent at holding the line and smashing some face before they die. They also boast a special kind of utility as the only brawlers capable of rising from the dead to jump in a good scrum again. They are definitely not the strongest unit in this list, but offer solid, no-frills brawling.
Stay tuned for my next post, which features tanks and disruption (one of my personal favorite categories)!