In this video we'll learn about the strengths and weaknesses of some of your units and how those can be applied against the enemy.
A unit’s strengths, weaknesses and capabilities depend on its type; each faction has a sizeable set of units to choose from. Units can be divided into seven approximate categories: infantry, mounted units, missile units, monsters and giants, flying units, wizards and artillery.
Many of the golden rules of ancient warfare apply: cavalry are thwarted by spear-wielding infantry, spear-wielding infantry suffer against swordsmen, swordsmen are vulnerable to archers, and archers are in trouble against cavalry. If you ever get stuck, try referring to this time-worn wisdom.
When building an army, aim to balance your elite high-tier units with enough protection from lower-tier, especially when playing as the Skaven, for example. The Skaven roster contains many elite, hard-hitting units which are slow and not very well armoured, so will need units of infantry to keep the enemy at bay.
Generally speaking, an army should have a frontline composed of infantry such as swordsmen or spearmen, with a few cavalry units to the sides to protect them from flanked attacks.
Behind the frontline, try placing some missile units such as archers, so that they may open fire upon the enemy but are not left vulnerable and exposed. Missile units are generally less armoured than infantry, so will need some protection.
Behind that, if you have any, place some artillery such as catapults or canons at the very back of your formation. Artillery units are extremely slow and cannot run, so are vulnerable to being wiped out by the enemy as they struggle to rout. However, they do have a very long range, so don’t need to be as near to the enemy as missile units. Keep in mind that the further the enemy is from them, the lower their accuracy!