Tactics: Eternal guard Phalanx
Only skill on the field of battle can earn an honored place within the ranks of the Eternal Guard, for their duty is a difficult and dangerous one. Each guardian is a formidable foe in his own right, trained to a pinnacle of skill that other races cannot easily match. When assembled in numbers, they form a deadly and steadfast phalanx, their spear-staves thrusting and cutting with graceful yet disciplined efficiency. Come one foe or one hundred, it matters not, the Eternal Guard does not surrender.
Table of Contents
1. What Does a Phalanx Look Like?
2. Phalanx Army Unit Choices
2.1 Primary Characters
2.2 Secondary Characters
2.3 Eternal Guard Phalanx Options
2.4 Primary Support Units
2.5 Secondary Support Units
3. Phalanx Tactics
3.1 Choosing the Battlefield
3.2 Deployment
3.3 Movement
3.4 Character Positioning
3.5 Catching the Enemy
3.6 Destroying the Enemy
3.7 Magic Defense
3.8 Points Denial
4. Using a Phalanx Within Standard Wood Elves Armies
5. The Historical Basis for the Eternal Guard Phalanx
1. What Does a Phalanx look like?
The Phalanx is a Greek invention; a tightly packed regiment of spearmen that form an immovable shield wall that fight battles of attrition; the Phalanx uses weight of numbers, multiple ranks of spear attacks and heavy armor to overpower the enemy. Hoplite spearmen would carry a long spear and a broad shield that would form a dense wall of shields and deadly spear tips and charge into frontal combats with their enemy. The Hoplites would commonly be clad in thick bronze armor, but militia Hoplites might fight naked with little more than their shield as protection. With training the elite Hoplites of Sparta, Athens and Thebes were able to build high levels of discipline that would prove more effective than any amount of fancy weapons of tactics could, since this wall of bronze could only be destroyed if the individual soldiers lost their will to fight and broke ranks giving the enemy room to break up the Phalanx into individual duels where the Hoplites' long spears were of little use.
The Warhammer Fantasy version of this fighting style is found within the Wood Elves Eternal Guard regiments. Eternal Guard have the Bodyguard rule where any regiment of Eternal Guard joined by a noble or Highborn become Stubborn. The moderate 5+ armor and 3 attacks per model frontage represent the armored spear-wall of the Phalanx perfectly. One of the key features of the Phalanx was its size. Most Phalanxes were 8-12 men deep and dozens of men wide. This huge mass of troops worked together as a single unit and the few casualties lost over the course of battle were of little significance to such a massive regiment. To gain this advantage of numbers and Stubborn resolve we must build our Eternal Guard Phalanx with the intent of holding ground for several rounds of potentially bloody combat. The Eternal Guard Phalanx must be at a bare minimum 30 men strong and 40-50 strong for a chance at decisive combats. Usually 7-15 models wide and at least 3-4 ranks deep in many cases will prove the most effective.
Characters must be joined to the Phalanx to keep them Stubborn and to handle enemy heroes. At the very least a single Noble must be joined, but for a large Phalanx the Highborn with the Rhyme’s Harp is essential. A BSB is also a must and should usually be placed in the largest Phalanx (if there are multiple). These items create an elite fighting force with heavy defense and a strong Stubborn resolve to keep fighting no matter the odds!
2. Phalanx Army Unit Choices
2.1 Primary Characters
The Characters can be minimal in number to gain a basic Stubborn roll on a small Phalanx to maxed out with Highborn, BSB, and support Phalanx Nobles. Here are the common builds within a Phalanx Army.
Professional Hoplite General
To have a truly powerful regiment of professional armored Hoplites you must first have an appropriate general. The Highborn with Rhymer's Hard and Annoyance of Nettlings plus Light Armor, Shield & Great Weapon is the most powerful Lord available. He will provide an invulnerable 5+ Ward Save to the entire regiment that will represent elite and armored Hoplite warriors. He will also allow the regiment to easily traverse all difficult terrain, so that the enemy cannot simply avoid this large regiment by passing into rocky ground or muddy water. He is also capable of surviving multiple rounds with the most deadly heroes in the game; Vampire Lords, Ogre Tyrants & Greater Daemons all must roll 6's to hit in order to attack the Highborn in a challenge and even if they hit & wound 1/3 of these wounds will be negated by his 5+ Ward.
Fearsome Battle Standard Noble
A Battle Standard for Leadership 9 re-rollable Break Tests is great, but add the Royal Standard of Ariel and you've got a regiment that is not only immune to Fear & Terror, but causes Fear as well. The General's Personal regiment of armored Hoplites should (if possible) be joined by this Battle Standard so that the 40-70 strong block of Eternal Guard will cause Fear and outnumber all but the largest of horde armies. fear and Outnumber go a long way to speeding up victory for the Phalanx and this should not be ignored. In addition to this amazing benefit, the banner also gives Magic Resistance (1) to all friendly units within 12". This Magic Resistance is helpful in many battles as it gives you a reasonable chance to dispel low-casting cost bound spells and small fireballs with 1 free dice or a free dice and some of the army's 2 Dispel Dice. This can be boosted further with the addition of Resplendence of Luminescents, (which is not a magic item and therefore can be added to the magical standard purchased) this Spite will benefit the whole unit by giving the members magical attacks that will make Ethereal and Forest Spirit units fear them!
Terror Noble
If you've got a small support Phalanx of Militia that needs some minimal fear/terror protection, then this Noble is perfect for you. A Noble with armor upgrades and a Blight of Terrors will give his immunity to Terror/Fear to his regiment. This is very handy for regiments that do not have the Rhymer's Harp protection and are in smaller numbers such as 20-30 strong and expect casualties to be high.
Warrior Noble (BSB Option)
A Noble with Oaken Armor can have a decent save of 4+ Armor and 4+ Regeneration. This will prove effective in keeping him alive so that the regiment can keep it's Stubborn benefits and is a good choice for a Battle Standard Bearer that does not want or need the Royal Standard of Ariel.
Defensive Noble
A Noble with Amber Pendant will be a great benefit to a large Phalanx with Highborn and BSB. If placed in the front row between these two models it will cause most if not all models that try to attack them to strike last allowing for the several Great Weapon and Spear attacks to do a number on the charging enemy before they can swing at the vulnerable BSB.
Inspiring Noble (BSB Option)
A Noble with Elynett's Brooch will allow for re-rolls of failed Psychology Tests, so joined to the General's Phalanx this Noble will make them nearly Immune to Panic/Fear/Terror. This item and the Stone of the Crystal Mere can be added to a BSB to make for great Psychology defense and Break Test defense while being well protected with the 3+ Ward Save.
Taunting Noble
A Noble with Horn of the Asrai can be a huge benefit if you are facing enemies that are worried about charging the large and dangerous Phalanx. Rushing forward into the middle of a horde of infantry in Skaven or Orcs & Goblins armies will give a decent chance that some will fail Leadership tests and be forced to charge even if it isn't beneficial. This might also force harassing light cavalry and flyers to charge and they will likely be slaughtered easily is the charge is made. This Noble can significantly speed up the time it takes to engage the enemy in combat if used at the right time and around the right units.
2.2 Secondary Characters
While the first 2-3 characters will almost always be Highborn & Noble(s) (BSB), it is always a good idea to take support characters in the form of Scroll Caddy Wizards for magic defense or Wild Rider/War Dancer/Branch Wraith Heroes for their combat support. These choices are totally up to the general as they are based upon his own personal flavor and gaming environment. the choice to add additional characters that do not join the Phalanx should be made with the intention to support phases where the Phalanx is weaker and therefore boost the overall effectiveness of the army as support roles to aid the Phalanx in its mission to break and run down as many enemy regiments as possible.
2.3 Eternal Guard Phalanx Options
There are multiple ways of building a Phalanx regiment that determine its specific role on the battlefield. While all Phalanxes need to be built with the idea that they will be able to both overpower basic infantry regiments and hold elite combat regiments long enough for the support elements to aid them; there are a few options in size, shape, upgrades and magic standards that need to be discussed. Also remember that the basic Eternal guard can easily move through wooded terrain which is usually the most common feature on a battlefield is therefore not limited significantly by their status as ranked infantry, even if deployed 10+ wide.
The Steamroller (Deathstar)
A Steamroller or possible considered a Deathstar by some will have 40-70 models in it and be 8-10 models wide with a full 3 rank bonus with at least 1 extra rank for accepting casualties. The regiment will also carry banner and musician and possibly a champion if points allow. The magic banner is usually best if it is the War Banner. A Battle Standard and Rhymer's Harp Highborn must be in this unit for max efficiency as well. The only goal of such a unit is to rush toward the enemy's largest regiment and hit it head-to-head in a battle of attrition. Deep ranks, large numbers and multiple banners will give a healthy Static Combat Resolution Score of "7"! Add in the difficulty of killing WS 5, 5+ armor / 5+ ward soldiers plus the dozens of attacks that will be sent towards the enemy and you'll have yourself a recipe for destruction. This regiment should be able to crush most infantry blocks with full command and even characters with relative ease. To make things nastier the BSB should carry the Royal Standard of Ariel so that even if the regiment only wins by a small margin it will still break the enemy on anything but an insane courage roll! Support cavalry sent into the flanks of the enemy will also be ideal since protracted combats will prove a waste of effort for such an expensive Phalanx.
The Pursuer
A Moderate-sized Phalanx with the Banner of Dwindling will easily run down the fastest of enemies. Of course they won't have the Static CR of the Steamroller, but if not fighting the biggest and baddest unit it should be able to defeat standard infantry or cavalry and chase them down capturing banners and extra VP's.
The Anvil
A moderate-sized Phalanx with the Banner of Midwinter can hold even the most dangerous of enemies long enough for help to arrive. A Noble with Oaken Armor/Annoyance of Nettlings can keep the regiment Stubborn against tough odds and when things look bad the regiment can become Unbreakable for a single turn long enough to accept a devastating charge after the noble is slain and still hold. Of course this requires you anticipate the turn that the enemy will be making their death-blow and calling it before charges occur. However if you know you'll have a support regiment ready next turn and just need the Phalanx to hold until your next charge phase, then this can be just enough to guarantee your plans will succeed. The only goal of this Phalanx is to stay in the game long enough for support to arrive with flanking cavalry or additional ranked Phalanxes or possibly just to survive the battle forcing the enemy's strongest unit to fight an immovable object!
The Fearless
A Smallish Phalanx of 25-35 Eternal Guard joined by a Noble with Blight of Terrors will prove deadly to the forces of evil undead (Vampires and Tomb Kings). With its ability to stay Stubborn even when overwhelmed by Fear-causers the regiment can stay in the game typing up key regiments so that the primary Phalanx can fight unhindered by multiple blocks surrounding it. If you are worried this Phalanx will be harmed by enemy characters killing the Noble, then an additional Noble with Oaken Armor or another protective item will greatly increase the survivability of the Phalanx as a whole.
The Wide Net
Supporting Phalanxes can be deployed 15-models wide or more in an attempt to cast a wide net that the enemy will not be able to bypass. When using this approach it is best to have at least 30 models in 2 ranks to maximize both width and attacks. While this sounds like suicide to many players, it works well enough in delaying most enemy regiments long enough to allow the primary Phalanx time to move into a flanking position and run down the tied up enemy. The Noble in this regiment has a benefit that few characters typically have in that he can easily be a full 5-10 models away from the combat taking place. Usually it is best to place this Noble on one far end of the regiment that is furthest away from the potential enemy charge position. The enemy will need to dedicate multiple units to engage the character and will therefore lock down more of their troops allowing for the primary Phalanx or cavalry to flank charge and roll up the enemy line.
2.4 Primary Support Units
A Phalanx is only useful if you can help guide the enemy into desirable positions and negate ranks of large infantry blocks as well as diverting dangerous units away from key positions, killing cheap light troops, and of course helping to run down fleeing enemies that break from or refuse to fight the Phalanx. The Primary support units provide cost effective fast or long-ranged attacks and they compliment the sturdy combat only nature of the Phalanx by filling in the weak points.
Wild Riders
These medium cavalry are strong on the charge and in prolonged combats. Their 18" Fast Cavalry move allows them to move to key support positions with a minimal of wasted time and they are fast enough that few fleeing enemies will out pace them. These are the best support troops for the Phalanx once it has pinned an enemy down and then found it is difficult to break them. Usually the best use is for running down light regiments in the early game, then flank-charging in support of the Phalanx mid game, and finally running down diminished regiments in the late game.
Glade Riders
While not nearly as powerful or sturdy as the wild Riders they can perform much of the same tasks and in addition they can bait and divert dangerous enemies that threaten the Phalanx.
Glade Guard
The long range and deadly strength and accuracy of Glade Guard make for a very useful support regiment. Of course with large blocks of infantry the firing lanes will be limited, so these soldiers tend to be limited to holding a table quarter and killing light flanking units.
2.5 Secondary Support Units
The Secondary support units are there as an additional feature based upon the play style of the general. Scouts, Way Watchers, War Dancers, Dryads, Treekin, Treemen, etc. all perform roles similar to the Primary units but usually do it for a higher cost or at a diminished effectiveness based upon the play style of the army. Below are some good alternatives if you want some variation within the Phalanx army.
Treemen
These monsters provide much of the same staying power of the Eternal Guard, but with the added ability to actually kill their enemy through high strength attacks and added mobility. They benefit from a BSB making their Stubborn all the more effective. However they provide a very small frontage and few enemies will have trouble avoiding this small unit if they decide it is in their best interest to not fight it.
War Dancers
The natural ward save and variation in combat style makes these a useful addition for fighting heavy armored enemies or destroying soft infantry blocks. Their fighting skills and skirmish ability can be very dangerous to many troop types as they are hard to destroy and hard to avoid. They also provide a safe hiding spot for the BSB and can be a useful rearguard regiment to deter enemies from sneaking around the rear of the formations.
Great Eagles and War Hawks
If artillery or wizards worry you a few flying monsters can go a long way to removing these dangers. Suicide charges into the enemy lines will destroy light support units within the first half of the battle and will take some of the pressure off the Phalanx, so it can focus on gaining VP's!
3. Phalanx Tactics
3.1 Choosing the Battlefield
Terrain will affect your whole battle plan heavily. When choosing sides try to find bottleneck positions and pick the side that has the best chance of funneling the enemy into said bottle necks. You can the enemy to have to fight you 1-on-1 is possible and keep them crammed together so that you won't be required to chase the enemy all over the field never being able to catch them in a reasonable period of time. Your free wood also will be of great help as it can be used to protect missile units or to anchor a flank or block a path that will force the enemy to bunch up on one half of the field. Of course you are free to move through woods and the Rhymer's Harp allows free movement period; meaning you can choose a side with or without lots of woods and terrain and feel confident that you'll be able to still move with relative freedom during the battle. The key to victory many times is forcing the opponent into a position where they have no option but to fight your Phalanx and they will therefore give away many VP's during inescapable combats.
3.2 Deployment
Deployment is an important step in setting up a successful Phalanx battle. Typically you want to place the Highborn's elite Phalanx near the center of the field so that it can move either left or right depending on where the best point of attack happens to be. Following this any support Phalanx or similar unit such as Treemen can be setup within 12" of the Primary Phalanx to benefit from the BSB. Support cavalry units will usually setup on the opposite flank in an attempt to run down light troops &/or make flanking charges in support of the Primary Phalanx. Archers and combat infantry and flyers will setup where they can have the best position for harassing the enemy without being in immediate danger of losing their
VP's to fast troops or quality missile units.
3.3 Movement
Usually the best way to move is straight forward at first. However as I close with the enemy I try to begin encircling them by turning my 2 Phalanx regiments inward toward each other in the shape of a "V". This means that if one is charged, it won't take much for the other to move into a supporting charge position in a turn or 2. The cavalry hang back at first, but when combat is close, they will swing outward to engage the flanks of the enemy or to chase down fleeing units. Of course if there are light troops within turn 2-3 charge range of the Wild Riders it is always a good idea to take them out if possible and then move back towards the mainline in support.
3.4 Character Positioning
My Characters always try to position themselves to both gain an advantage in protection and creating a "Leadership bubble." The General and BSB usually are on the inside flank of their Phalanx so that the support Phalanx can benefit from their LD 10 and re-roll of Stubborn Break Tests. The furthest point to the outside of a 10-model wide unit also means if I’m able to charge, usually I can prevent my characters from having either too many attacks sent towards them or hopefully no attacks at all. The weakest character, the BSB, should be on the very edge so that there are rarely more than 2 attacks being sent his way during any round of combat. If I have the option I always charge in so that characters never are engaged
since our toughness 3 and minimal light armor are not enough to present a strong defense against medium and high strength attacks.
3.5 Catching the Enemy
If the Phalanx is deployed properly and support units and terrain funnel the enemy towards the Phalanx it's inevitable that it'll see combat, but sometimes you've got to be sneaky to catch the enemy. Horn of the Asrai can be very beneficial be forcing some enemies with lower Leadership or bad luck to charge when it isn't safe. Light cavalry can race round behind the enemy's lines making movement difficult and fleeing impossible, pinning them in place so the Phalanx can get to work killing. Other times a Net-Phalanx might be needed that can spread 15-models wide and catch a unit or two long enough that the Primary Phalanx will be able to finish the job. The wide Phalanx can sometimes catch multiple unit with a single charge by charging a unit in a flank due to the wide frontage, and using the wide swing to align top sweep up other units in the path. Other time exposing a flank can draw the enemy into a position where they feel they have a high probability of fighting a "safe" combat, but then they realize that they charged a huge unit with tons of attacks at high WS and possibly Banner, BSB & War Banner plus Outnumber and their attacks and flank bonus just aren't enough to win!
[img]http://www.thebainphalanx.com/tactics/catchenemy.bmp[/img]
3.6 Destroying the Enemy
Be sure that there is a Phalanx capable of beating the enemy in combat with or without flanking support. if it is capable of winning, is it also probable that it will win by enough to break the enemy? Causing fear while outnumbering is the best way to break an enemy, but using flanking cavalry works well too and when they break the cavalry in combat will help to run the enemy down much easier. If there is no cavalry in combat it should be nearby to chase them down with a charge or be behind the enemy to destroy them as they flee through the cavalry. Additionally if it is possible the Banner of Dwindling could be used to further reduce the chances of escape. The most important part of using the Phalanx is to make sure units aren't just damaged, but completely destroyed. Capturing banners is a must to create a decisive victory, so try to fight infantry with banners so that both the VP's from destroying them with pursuit and the VP's from the captured banner will add up to be worth more than some elite units without a banner. In addition try to avoid combats that will drag on and on with low chances of breaking the enemy, these are a waste of time and points.
3.7 Magic Defense
Having units with MR(1) from being Wild riders or the Royal Standard of Ariel is very helpful and so is the use of a scroll caddy to boost Dispel Dice and add some protection from game-changing spells. It might also be of use to have a single Branch Wraith with Cluster of Radiants to give 4 Dispel Dice at a minimum of cost. However it isn't too important to have magic protection since for the most part magic won't severely harm the massed Phalanx spearmen who's numbers are too vast and ward saves will save them many times. Active magic defense through mage hunting is a good idea and many times it can be very beneficial to send Fast Cavalry or Flyers charging into the enemy's ranked infantry to kill a wizard before it can cause harm.
3.8 Points Denial
If you aren't too careless with the support units, the large Phalanxes should be intact most games and a few kills will be enough to win by a small margin. However if you've got 2 cavalry and 2 archers and you place them in areas were the enemy will be able to engage and destroy them, they might give away enough points that your opponent can avoid combat for the rest of the game and pull out a win! So do not give away VP's, if you are going to sacrifice a unit, it better be for equal points or it would be better to simply run and hide and capture table quarters!
4. Using a Phalanx Within Standard Wood Elves Armies
Many times the use of a block of Eternal Guard appears counter-productive. However this is not always the case, since this ranked infantry block performs tasks that ambushing Wood Elves fail at commonly. The Phalanx can give your opponent something to worry over and focus on! While it might appear that a Phalanx within a skirmishing missile and flanking-combat army will be ignored, many times the opponent will see it as the only option for decisive victory. The wood Elves spend much of the battle dictating when and where fights will occur and then there is a large block of infantry unable to choose the time and place that they will fight and opponents will seize the chance to make a deadly charge upon the unit and possibly capture the BSB and unit banner. If you prepare for this by placing support units 1.5 turns away from support of the unit, then the enemy will likely pin itself in place just in time for a devastating combat in your favor.
5. The Historical Basis for the Eternal Guard Phalanx
This army is themed after the Sacred Band of Thebes, an elite Hoplite regiment, that was the first legitimate defeater of the fearsome Spartan Army at the Battle of Leuctra! The Tactics of Epaminondas and Pelopidas, possibly the greatest military minds to come out of Greece, developed a deeply stacked Phalanx comprised of elite male lovers who being bonded to each other would never surrender or flee in battle. Militia Hoplites were positioned in long-shallow formations to spread the enemy out and they prevented the Spartans from bringing overwhelming forces to bear on the Sacred Band. This Phalanx of the Sacred Band was thrust directly towards the elite Spartan Equals and their King; with a mighty crash of shield and spear the Spartan King and many of his Elite Hoplite Equals were slain. The much deeper Sacred Band Phalanx had more pushing power allowing the Spartans to be broken, routed and cut down as they fled! With the King and his Hoplite bodyguard slain, the remaining militia forces of the Spartans broke in terror creating one of the most lopsided Hoplite battles in history and bringing shame upon the Spartan nation. The use of medium/heavy cavalry in direct support of the Phalanx was first used by Epaminondas and would later be perfected by Alexander the Great.
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