EDIT: If you found this page, you should know we've posted an update for the new MESBG rules (2018)! You can find the updated page here.
Good morning readers,
So my wife and I just bought a condo, moved, and have been doing home-improvement jobs for the last few weeks. It's been really busy. But now that most of that stuff is put to bed, I can get back to writing on the blog. Rest assured, my hobbying-hands haven't been idle in the past few months, so I'm hoping to get up a lot of content over the next few weeks (give Glenstorm a break - thanks buddy).
Today, we're talking about throwing weapons, and this post constitutes the climax of a four-year journey in learning how and why to use throwing weapons. Since starting to collect in this hobby, I've really liked throwing weapons. First with Gimli, then with my Wood Elves, I learned that there is not only a reason, but also a tact to using these things. As a preliminary note, all references will be in inches - assume 2 cm for each 1 inch we talk about here if you use the metric scale.
1) Why Use Throwing Weapons?
2) How Many Throwing Weapons Should I Take?
Throwing weapons can be taken in large quantities, but for most armies, throwing weapons are a supplement to the overall army killing power. Three of my armies field throwing weapons - Dwarves, Wood Elves, and Goblins - and because of how I've chosen to build them, throwing weapons are part of the overall strategy but not a large part. For 8 points/model, I can see why a general might take 2/3 of his Goblin army as Prowlers with shields/two-handed weapons (Corsairs can do this too for the same cost), but Wood Elves and Dwarves tend to rack up the points pretty quick if you're spending 9-10 points/model just to be able to shoot. This being said, having a 3+ Shoot value makes charges of this kind very, VERY dangerous.
There is one army that does well to have a large complement of throwing weapons: Rohan (though if you can protect Corsairs, you can do MURDER with lots and lots and lots of Corsairs). Since Riders of Rohan can take 8" throwing weapons on 10" movement units, your effective engagement (and escape) range is huge. Rohan infantry cost 9 points/model if they have throwing weapons and shields which can get expensive, but with a few cheap heroes, you can still have a high model count with a ton of throwing weapons.
I've often been asked the question by newer players in our gaming group (especially Rohan players), "How do you determine if the throwing weapons are worth it?" This is a legitimate question, since you're paying 2-3 points/throwing weapon in your army. My reply is simple:
For some armies that overkill on throwing weapons (especially Rohan armies), if you're spending 40+ points on your throwing weapons, you want to see at least that many points being killed by them (not their wielders in melee - the throwing weapon itself needs to do the killing). Against Uruk armies, this means 4-5 kills, but for a Goblin army, you're talking upwards of 8 kills. Can you get that in before the fighting really gets started?
Consider, however, if you have 6 Dwarf Rangers with throwing axes, you only need to get 2-4 kills before you've paid for the upgrade. Statistically, you're supposed to get 4 hits with your rangers each round, which translates into 1-2 kills in the first volley alone (assuming Defense 4-5). With some tactical positioning (to be covered next), you might get in another round or two of shooting before the melee begins, which effectively pays for the weapon upgrade. For most armies, I'd recommend only a few units taking throwing weapons and keeping them together in a group where their style of fighting and firepower can be concentrated.
3) How To Use Throwing Weapons
There are four cases that you might face with your throwing weapon units:
Case 1: One-Round Safety
Since this case assumes that your range is greater than the movement the target, the target will be in range. Why tack on the 0.5 inches then? The reason is minor but valuable: first, you should still be in range. Since all ranges and movements are in full inches, you'll still clip roughly half the base of the target with your range (as seen in the case of the Wood Elves and Goblins above). For units with 8" throwing spears, you can actually pick targets in two ranks doing this, even if they're 6" movement models.
There's another reason for tacking on the extra half-inch: your opponent's move on the following turn gets cut by half an inch too, giving you an extra half-inch to retreat on later turns. The reason is the rule on control zones: you're not allowed to enter the control zone of an enemy model unless you're able to complete the charge. Since you're beyond his movement stat, he can't complete the charge and so must stay out of your control zone. You may not see the overall distance gain as all that much, but trust me: over time, the distance stacks up. Ultimately, though, you've still bought yourself another turn with this strategy - if your opponent moves first, he tries to reach you but ends 1" away from you and you just move back so that there is the same distance as before between you and him (unless you move slower, which happens for some civs). In either event, you've gained at least one more turn to make those throwing weapons pay for themselves.
This begs the question though: what do you do when you have to move first? The answer is simple (kind of...):
(1.1) Distance between thrower and target = [2x Movement of Target] + 0.5 inches
Case 2: Quick/Possible Get-Away
In these cases, you begin in charge range and now need to adjust your movement to make sure that you aren't charged this turn and can get one last round of firing in. There's an important caveat to both of these cases: you need to have priority OR successfully get off a heroic move. That's hard and in many ways not up to you as much as it is to Lady Fortuna. Without priority/a heroic move, you're dead in the water (since you begin in charge range). Therefore, for this use case, we're going to assume that you've already got priority/the heroic move, and you're just trying to figure out how to get in one more turn.
If your throwing-weapon units were skirmish cavalry (e.g. Riders of Rohan/Warg Riders with throwing spears), it might be possible for you to get more than one turn of shooting out of your movement, but let's assume that that's not the case for now (because at that point, you basically become one of the other two cases we're looking at in this post).
In the quick get-away case (where your range is greater than your opponent's movement, my recommendation is to move just out of charge range (see Equation 1.0). You won't be able to move to a distance that is more than twice his movement, so don't worry about it - you get in one more valiant throw and then it's "fix bayonets" time.
(2.0) Distance between thrower and target = 1 inch + [Make Shooting Attack] + [Complete Charge]
In some cases of the possible get-away, you can put the opponent's movement + 0.5 inches between you and them, but since their movement is greater than your range, they could wait outside of your range if they wanted. Therefore, if your opponent gives you the opportunity to charge, just charge (you still get that one-more shot in - wounding-in-the-move-phase-for-the-win!).
Case 3: The Dance
In the scenario above, the Prowlers are 6.5" away from the Marauders and knowing that the Prowlers can't charge them, they choose instead to move 2" directly away from the Marauders, getting out of charge range. If the Marauders want to not be shot at this round, they are capped to moving 2" towards their opponents (essentially 2" - they could try to maneuver around with their 8" move but still being 6.5" away from their assailants). In this case, the throwing weapons aren't doing damage, but they are denying the opponent his full movement and saving the Goblin army valuable space on the board (perhaps to protect an objective or to stretch the game out a little longer).
This is kind of scraping a value out of the situation (I said this was the worst one, remember?), but there are still tactical benefits to be gained. If your opponent gets hasty, he could choose to move up to the edge of your control zone, in which case you have bought yourself one turn of shooting and hopefully a charge on the next turn (that's two shots with your throwing weapons). So...here's to hoping that with enough wear-down, you can get some actual shooting out of your opponent.
Thanks for reading - in the coming weeks, I'll be getting some more posts on throwing weapons, as we look into how you can use them to augment your overall strategy, but more immediately, expect a post on the most recent work coming off the workbench and a sneak peak into this year's THRO tournament. Until then, happy hobbying!
Tiberius
Good morning readers,
So my wife and I just bought a condo, moved, and have been doing home-improvement jobs for the last few weeks. It's been really busy. But now that most of that stuff is put to bed, I can get back to writing on the blog. Rest assured, my hobbying-hands haven't been idle in the past few months, so I'm hoping to get up a lot of content over the next few weeks (give Glenstorm a break - thanks buddy).
Today, we're talking about throwing weapons, and this post constitutes the climax of a four-year journey in learning how and why to use throwing weapons. Since starting to collect in this hobby, I've really liked throwing weapons. First with Gimli, then with my Wood Elves, I learned that there is not only a reason, but also a tact to using these things. As a preliminary note, all references will be in inches - assume 2 cm for each 1 inch we talk about here if you use the metric scale.
1) Why Use Throwing Weapons?
2) How Many Throwing Weapons Should I Take?
Throwing weapons can be taken in large quantities, but for most armies, throwing weapons are a supplement to the overall army killing power. Three of my armies field throwing weapons - Dwarves, Wood Elves, and Goblins - and because of how I've chosen to build them, throwing weapons are part of the overall strategy but not a large part. For 8 points/model, I can see why a general might take 2/3 of his Goblin army as Prowlers with shields/two-handed weapons (Corsairs can do this too for the same cost), but Wood Elves and Dwarves tend to rack up the points pretty quick if you're spending 9-10 points/model just to be able to shoot. This being said, having a 3+ Shoot value makes charges of this kind very, VERY dangerous.
There is one army that does well to have a large complement of throwing weapons: Rohan (though if you can protect Corsairs, you can do MURDER with lots and lots and lots of Corsairs). Since Riders of Rohan can take 8" throwing weapons on 10" movement units, your effective engagement (and escape) range is huge. Rohan infantry cost 9 points/model if they have throwing weapons and shields which can get expensive, but with a few cheap heroes, you can still have a high model count with a ton of throwing weapons.
I've often been asked the question by newer players in our gaming group (especially Rohan players), "How do you determine if the throwing weapons are worth it?" This is a legitimate question, since you're paying 2-3 points/throwing weapon in your army. My reply is simple:
"Tally the points you kill with throwing weapons and compare that to what you spend."
For some armies that overkill on throwing weapons (especially Rohan armies), if you're spending 40+ points on your throwing weapons, you want to see at least that many points being killed by them (not their wielders in melee - the throwing weapon itself needs to do the killing). Against Uruk armies, this means 4-5 kills, but for a Goblin army, you're talking upwards of 8 kills. Can you get that in before the fighting really gets started?
Consider, however, if you have 6 Dwarf Rangers with throwing axes, you only need to get 2-4 kills before you've paid for the upgrade. Statistically, you're supposed to get 4 hits with your rangers each round, which translates into 1-2 kills in the first volley alone (assuming Defense 4-5). With some tactical positioning (to be covered next), you might get in another round or two of shooting before the melee begins, which effectively pays for the weapon upgrade. For most armies, I'd recommend only a few units taking throwing weapons and keeping them together in a group where their style of fighting and firepower can be concentrated.
3) How To Use Throwing Weapons
There are four cases that you might face with your throwing weapon units:
- You are not in charge range of enemy targets AND your range is greater than the movement of the enemy targets (One-Round Safety);
- You are in charge range of enemy targets AND your range is greater than the movement of the enemy targets (Quick Get-Away);
- You are not in charge range of enemy targets AND your range is less than the movement of the enemy targets (The Dance); and
- You are in charge range of enemy targets AND your range is less than the movement of the enemy targets (Possible Get-Away).
Case 1: One-Round Safety
Since this case assumes that your range is greater than the movement the target, the target will be in range. Why tack on the 0.5 inches then? The reason is minor but valuable: first, you should still be in range. Since all ranges and movements are in full inches, you'll still clip roughly half the base of the target with your range (as seen in the case of the Wood Elves and Goblins above). For units with 8" throwing spears, you can actually pick targets in two ranks doing this, even if they're 6" movement models.
There's another reason for tacking on the extra half-inch: your opponent's move on the following turn gets cut by half an inch too, giving you an extra half-inch to retreat on later turns. The reason is the rule on control zones: you're not allowed to enter the control zone of an enemy model unless you're able to complete the charge. Since you're beyond his movement stat, he can't complete the charge and so must stay out of your control zone. You may not see the overall distance gain as all that much, but trust me: over time, the distance stacks up. Ultimately, though, you've still bought yourself another turn with this strategy - if your opponent moves first, he tries to reach you but ends 1" away from you and you just move back so that there is the same distance as before between you and him (unless you move slower, which happens for some civs). In either event, you've gained at least one more turn to make those throwing weapons pay for themselves.
This begs the question though: what do you do when you have to move first? The answer is simple (kind of...):
(1.1) Distance between thrower and target = [2x Movement of Target] + 0.5 inches
Case 2: Quick/Possible Get-Away
In these cases, you begin in charge range and now need to adjust your movement to make sure that you aren't charged this turn and can get one last round of firing in. There's an important caveat to both of these cases: you need to have priority OR successfully get off a heroic move. That's hard and in many ways not up to you as much as it is to Lady Fortuna. Without priority/a heroic move, you're dead in the water (since you begin in charge range). Therefore, for this use case, we're going to assume that you've already got priority/the heroic move, and you're just trying to figure out how to get in one more turn.
If your throwing-weapon units were skirmish cavalry (e.g. Riders of Rohan/Warg Riders with throwing spears), it might be possible for you to get more than one turn of shooting out of your movement, but let's assume that that's not the case for now (because at that point, you basically become one of the other two cases we're looking at in this post).
In the quick get-away case (where your range is greater than your opponent's movement, my recommendation is to move just out of charge range (see Equation 1.0). You won't be able to move to a distance that is more than twice his movement, so don't worry about it - you get in one more valiant throw and then it's "fix bayonets" time.
In some cases, though, you only have a possible get-away: in the picture above, the Dwarves were only able to leave 2" between them an their warg oppressors, so now we have a different tact: |
In some cases of the possible get-away, you can put the opponent's movement + 0.5 inches between you and them, but since their movement is greater than your range, they could wait outside of your range if they wanted. Therefore, if your opponent gives you the opportunity to charge, just charge (you still get that one-more shot in - wounding-in-the-move-phase-for-the-win!).
Case 3: The Dance
In the scenario above, the Prowlers are 6.5" away from the Marauders and knowing that the Prowlers can't charge them, they choose instead to move 2" directly away from the Marauders, getting out of charge range. If the Marauders want to not be shot at this round, they are capped to moving 2" towards their opponents (essentially 2" - they could try to maneuver around with their 8" move but still being 6.5" away from their assailants). In this case, the throwing weapons aren't doing damage, but they are denying the opponent his full movement and saving the Goblin army valuable space on the board (perhaps to protect an objective or to stretch the game out a little longer).
This is kind of scraping a value out of the situation (I said this was the worst one, remember?), but there are still tactical benefits to be gained. If your opponent gets hasty, he could choose to move up to the edge of your control zone, in which case you have bought yourself one turn of shooting and hopefully a charge on the next turn (that's two shots with your throwing weapons). So...here's to hoping that with enough wear-down, you can get some actual shooting out of your opponent.
Thanks for reading - in the coming weeks, I'll be getting some more posts on throwing weapons, as we look into how you can use them to augment your overall strategy, but more immediately, expect a post on the most recent work coming off the workbench and a sneak peak into this year's THRO tournament. Until then, happy hobbying!
Tiberius
Thanks for posting - really good commentary here. As a Rohan player who has used throwing spears a bit (been backing off of them recently due to some stylistic choices elsewhere in the list), a lot of this commentary is spot-on. It makes me want to add throwing spears back into the list, :)
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