Warhammer Army Project/Cult of Ulric
- 1 Cult of Ulric: Warhammer Army Project, 9th Edition Tactica
- 2 Why Play Cult of Ulric
- 3 Special Rules
- 4 Wargear
- 5 Unit Analysis
- 6 Magic Items/Upgrades
- 7 Regiments of Renown
- 8 Building Your Army
- 9 Tactics
- 10 External Links
Cult of Ulric: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.
Why Play Cult of Ulric
- Because you like the Empire, but like more melee in your mix
- You want to play Space Wolves in the Old World
- Because you had fun the last time this army ran, back in Storm of Chaos.
- Crush the Weak: Given to all units that aren't loaned over from the Empire or the Knights Panther. This makes them Hate anyone with a leadership score less than 6.
- Arabyan Warhorses: The Knights Panther have horses with lineages tracing back to distant Araby. This lets their steeds add d3" to their charges.
- STATE TROOPS: Empire imported units can Support each other against enemy charges.
- White Wolf Hammer: The weapons of the Knights of the White Wolf, these things are two-handers with +1S and add another +1 when charging.
- White Wolf Cloak: Now, considering that the hammers are heavy as all hell, how do the Knights get around this? Well, they grab these cloaks, granting 6+ Natural Armor saves against shooting.
Lords & Heroes
- Boris Todbringer: Elector-Count of Middenland and best general you could ask for. He has both Crush the Weak and Hold the Line, making him mesh well along both state troopers and less organized forces. He's also hella stacked between full plate, a shield, and barding on his pony while only having a runefang (Auto-wounds and ignores armor) and the Amulet of Ulric (Heals all wounds, Resist Magic 1 and Immune to Psychology) to make him in combat. Unlike Karl, you can't add anything else on him, so your best bet is to group him on some cavalry.
- Emil Valgeir: The Ar-Ulric, the highest priest. He's pretty much a buffed Priest, with +1 WS/I/W/A and +1 to all channel rolls and the ability to re-roll these prayers. He gets an S+1 weapon that ignores armor and deals ASL to enemies in b2b while his heavy armor gives him immunity to fire and resist magic (1). Do remember that since he's a Warrior Priest, he gets to take talismans just like them.
- Grand Master Rein Volkard: Grandmaster of the Knights of the White Wolf. He's pretty much the big angry beatstick of the two with his huge hammer and heavy armor.
- Grand Master Heinrich von Torlichhelm: Grandmaster of the Knights Panther. Like the rest of his boys, his pride's not in going heavy, but in going fast with his Arabyan Warhorse. Unlike Volkard, he has a shield, so he has a Parry Save to at least hold him up in combat.
- Vorn Thugenheim: The Schwarzhelm to Toddy's Karl. He's the special BSB that has his own Inspiring Presence for units within 8" and his banner gives his unit immunity to fear and terror. In combat, he's pretty much a Knight of the White Wolf with his fancy hammer and a 3+/5++ save thanks to the armor+pelt+amulet.
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
- General of the Empire: Has very good attack capabilities and gives his unit Lizardmen style Leadership against Break tests.
- 0-3 Midden Marshal: A confusing mess of a character. Despite losing both Hold the Line and starting off in light armor, it's somehow 10 POINTS more expensive than the General. The only reason you'd want him is to share Crush the Weak.
- Wizard Lord: Gives you all the fun you can expect from magic-users. At the very least, upgrade him to level 4. A Wizard Lord using the Lore of Beasts can take a griffon as a mount.
- Seneschal: A pocket Grand Master for the Heroes slot and mandatory BSB unless you take Thugenheim. He's a Grand Master of the White Wolf with -1 W/I/A/Ld and the option to not go it on foot
- Warrior Priest of Ulric: All sorts of goodness wrapped up into a zealoty bundle of wolfskin. Channels power dice like wizards, gives any unit he joins Hatred, and can cast prayers that can give the unit he's in rerolls to wound, a 5+ ward save, or flaming weapons. Taking one for every major melee unit would be ideal, unless you're taking an Arch Lector on the War Altar.
- Battle Wizard: While being lower level and therefore less useful than a Wizard Lord, you can also take nearly three of him for the same price. Again, upgrade him to level 2 and use him as a scroll caddy.
- Witch Hunter: This guy buys you Magic Resistance 2 and a small boost against Terror for a unit, and a character assassin who works just as well with his pistol as up close. And he's cheap, too. Ridiculously cheap. Take these guys, and send them after whoever your opponent's most important character is. Be warned, the only model you can buy him in is Failcast, and his model is both incredibly prone to bubbles (Oh Boy) and includes a sword which is always bent beyond usability in the casting process. (Double oh Boy)
All the mounts available to the generic Heroes and Lords above.
- Warhorse: Standard mount. Useful for joining Reiksguard, Pistoleers, and the like. Hilariously, the mount options say it's M3, while everywhere else in the rules it's M8. Definitely a misprint, and don't be fooled if your opponent says otherwise (you need a new opponent in that case).
- State Troops: These guys will probably end up being the backbone of your army, and are fully integrated into the STATE TROOPS. They come in six flavors:
- Halberdiers: Halberdiers give you +1 Strength to your attacks, which makes them ideal for detachments so they can get into your opponent's juicy flanks. Taking shields isn't worth it; halberds are two-handed, so the shields can't be used in the Combat phase. These and spearmen are your typical 50 man horde unit.
- Spearmen: Spearmen let you fight with an extra rank.
Again, shields aren't worth it. Spears are one-handed, you don't get a parry but it is sometimes useful for a 5+ rather then relying on pyjamas
- Swordsmen: Swordsmen give you +1 WS and a shield, which increases their hardiness.
- Archers: Instead of Armor Piercing or extra reach, Archers have Volley Fire, so the guys in the back rows will be more useful than ablative armor. Still not all that useful here, because why would you be deploying your ranged units in more than two ranks to begin with? More usefully, they can move and fire during the same turn, which makes them more responsive to enemy developments, and they're considerably cheaper than Handgunners or Crossbowmen.
- 0-1 Swords of Ulric: For 3 points over the Warriors, you get Furious Charge in exchange for being locked into light armor and sword-and-board. Would you want these over the average swordsmen? Well, being handicapped does make it a tough sell.
- Free Company Militia: Wielding two weapons and without armor, these guys will live fast and die young.
- Warriors of Ulric: If you wanted an alternative to all the detachments of a mainline Empire army, you have these roving bands of bastards instead. Sword-and-board, greatswords, double-weapons, they can handle whatever you give them. They'll be no sturdier than the trooper though.
- Sons of Ulric: For 1 point/model, you can grant everyone Hatred and the ability to use magical standards.
- Knights of the White Wolf: Fluffwise: AWW HELL TO THE FUCKING YES! They are motherfucking Viking-furries with great-hammers from the deep forests of Middenland, what's not to love?. To become a Knight of the White Wolf you have have to kill a wolf with your bare hands and skin it. They wear no helmets, 'cause they are just that awesome. They wear the fur of the skinned wolf on their armor, so they look pretty badass. Crunchwise: No thank you. They come without shields, so they lose that 1+ armor save, and because they're wielding great weapons, they'll get beat out by plenty of enemies before making their attack. Sometimes that doesn't make much difference but sometimes it really will. Especially for a hard-hitting and fairly expensive unit it just sucks to occasionally get hacked apart before they even get to strike.
- 0-1 Greatswords: DEM BEARDS. Come equipped with greatswords (duh), full plate armor, and are Stubborn. Make a great tarpit or anchor for your army. They can also take detachments, and can now take a magic banner. Take thirty or more. And take detachments; Stubborn transfers to them too now.
- Crossbowmen: Trades Armor Piercing for an extra 6" range. The loss of the specialty guns means you're probably better off with Handgunners unless you're taking a whole boatload of them and try to blast as much of your opponent's army on the first turn.
- Teutogen Guard: Ulric's version of the Reiksguard. They're a point cheaper than their average Imperial kin, but they come decked with the White Wolf loadout, lose out on -1 Strength, and lack any mounts.
- Brothers of the Axe: For +2 points/model, you give each member the ability to re-roll wounds. Still slow as hell, but now you know they'll make their marks when they hit.
- Wolf Kin: A skirmishing band of berserker savages, not unlike the Dwarf Slayers. These guys share the Reiksguard statline as well, but they lack any armour by default. Thankfully they can be customized a bit between dual weapons, shields, and greatweapons, and light armour at least gives them a fighting chance. They also have Hatred (Everything) to guarantee that they land their blows.
- Hunting Hounds: One (optional) man leading around a bunch of dogs. Since they're expendable and fast cavalry, this makes them pretty much useful for making some harrying attacks.
- Great Cannon: Hell yes. If you're good with your aiming, you can snipe monstrous creatures and characters with it. Goes 'splodey (you're playing Empire; get used to it). An amazing deal for 120 points and really no Empire army should go without at least 1 cannon.
- Mortar: Unreliable and low Strength, but they do cover a large area. You might be better off with the Helstorm now. Alternate view - the previous version of these was kind of broken, so their points were increased and their S was lowered. They are now stone throwers with the large blast, S2 AP (S6 AP, D3 wounds for whatever is directly under the hole). These won't do much against an MSU Chaos Warrior army, but against hordes of gobbos or skavens, or even the High Elf "World Dragon" death star (unless it's White Lions, or has Alarielle casting High Magic, or both- in which case, your opponent is an asshole), it'll thin them out. And if you happen to have Lore of Shadow and Wither the target's T, all the better. Certainly not as flashy as the Helblaster or Great Cannon, but shouldn't be totally dismissed either
- Handgunners: Handgunners give you Armor Piercing and a unit leader with access to a Hochland Long Rifle, which lets him aim separately and snipe your opponent's characters; a repeater handgun, which adds two more shots to the gunline's massed fire; or a brace of pistols with too short a range on a melee-averse unit (pfft). They're Move or Shoot, so take care where you deploy them since they shouldn't be moving around much. Can be used either as State Troopers, and should be kept small, no more than 10-15 models in each unit.
- Winter Wolves of Middenheim: Wondered where the Inner Circle Knights of the White Wolf went? Well, now they ride around on giant wolves! These wolves are a serious step up from the ponies with the only real drawback of lacking barding. Oh, and the fucknuts pricing, these guys are over double the price of ordinary knights.
- Knights Panther: Come with a shield and lance, which bumps their armor save up to 1+, and they get a +2 Strength bonus and +d3" on the charge. Unlike the White Wolf, these guys don't get any sort of special gimmick to them besides their charging.
- Children of Ulric: You now have Wulfen. They're not cheap, but you have superhuman war beasts as fast as horses and come with Fear, Frenzy, and a 5+ Regen.
- Winter's Bite: 20 points lets you grab a weapon that ignores armor on a 6+ to hit.
- Storm Hammer: Replaces a White Wolf Hammer. When this model charges, any model wounded by this weapon can't attack in that turn, thus ensuing at least a safe first turn of combat to overwhelm small units and monsters.
- Bane of the Craven: No longer can this user or any enemy they charge ever flee from combat.
- Pelt of Horros: 10 points lets you re-roll one wound roll each turn.
- Wolf Helm of the Teutogens: Adds a 6+ save. Every turn, the wearer can make an Ld test and add +1S if they pass.
- Armour of Skoll: This heavy suit grants immunity to the Lore of Light as well as make all attacks the wearer suffers in b2b count as S-1.
- Banner of the Warrior True: When taking a break test, this makes the test count as if you lost by d3 less points.
- Standard of the White Wolf: S-1 to all missile attacks, including magic missiles against this unit.
Talismans of Ulric (Priests of Ulric Only)
- Wolfshead Emblem: 10 points to add an additional die to one dispel check.
- Amber Fang: For 15 points, you can cast a prayer twice in a magic phase. Nice.
- Ice Dagger: Adds the unit's Rank Bonus to a prayer's PL.
- Fang of the Winter Wolf: You can use this to make one prayer count as if you had Irresistible Force.
- Shard of Skoll: This adds +1 to all dispel attempts, but it breaks the moment it dispels something.
- Claw Totem: 15 points so you can roll another die when pursuing and drop the lowest.
First off, you need to properly kit out a champion to handle challenges; most armies you'll face are likely to have a champion bigger and nastier than yours. In order to survive and thrive in challenges, a character will need three things:
- A good weapon. Good choices are the Runefang (15 points cheaper now), the Mace of Helsturm (sort of a Ghal Maraz-lite) and the Ogre Blade (+2 Strength). If you're looking for something more economical, and the Sword of Anti-Heroes can be awesome if your opponents are still playing Herohammer.
- Good Armor. The Armor of Meteoric Iron gives a 1+ armor save and a 6+ ward save. Armor of Silvered Steel and the Armor of Fortune are also good choices.
- Take the Talisman of Preservation or the White Cloak of Ulric to make a character harder to deal with, especially if you're taking a Templar Grand Master or something equally nasty.
- My suggestion on a grandmaster is: Ogre blade, Talisman of preservation, full plate armour, shield, barbed horse. This will give him a 1+ armour save 4++ ward and strength 6 on every round of combat.
Magic banners will help you out tremendously. The Griffon Banner is great if you can afford it, while the Steel Standard has your knights ignore barding penalties and allows them to reroll 1s for movement. The best banner for its points, however, is the Standard of Discipline. It boosts the Leadership of the unit it's in at the cost of using your general's Inspiring Presence; however, this downside is negated completely (and then some) if you put the general in that unit.
Some character in your army has to take an enchanted shield, its 5 damn points for +2 to armour! A no brainer choice.
Regiments of Renown
Building Your Army
Buying Your Army
If you're building a well-rounded army that has something of everything, 2-3 Battalion boxes should form the core of your army; then add Special/Rare units to your personal taste. However, one thing you should be aware of is that the knights in the Battalion
do not come with a Knights of the White Wolf sprue Yes they do but, unless you're running a fluffy Middenheim army, why are you taking Knights of The White Wolf anyway?
Magnetize your artillery so you can swap between cannons and mortars and between Helblasters and Helstorms.
The General and Wizard boxes both give you two characters for the price of one and are a converter's dream come true.
The Celestial Hurricaneum/Luminark of Hysh box comes with a wizard model (Lore of Heavens or Light) which is not compatible with the Wizard box models.
The Karl Franz on Deathwing box comes with an alternative Lore of Beasts Wizard and a General model as riders. With some fiddling, you can fit them on an ordinary warhorse instead of a gryphon.
PS: Most empire units can be proxied (not in GW) by using other companies models. Both Mantic and warlord games do models that have a similar look whilst being A LOT cheaper. I repeat, however- try and do this in GW and you WILL be thrown out.
This is largely a matter of personal preference, but keep two things in mind:
- Size matters. Most of your army is going to be Strength 3, Toughness 3, so melee units need to be big in order to have staying power. One unit of 30 State Troops is a lot harder to break than two units of 15.
- Don't go overboard on Lords & Heroes. The days of Herohammer are dead and gone, probably forever (Not anymore thanks to End Times). Another block of infantry/cavalry/whatever is a lot more useful than a superfluous character that only makes for easy kill points. Only take characters if you have a specific role for them to fill in your army. Generally speaking, you shouldn't have more than two or three characters unless your army is magic- and/or anti-magic-heavy (i.e. you've got a bunch of wizards and/or Warrior Priests running around).
The Empire is one of the few armies to get access to all eight Lores of Magic. Almost all are of at least solid use because pretty much all buffs and hexes are valuable to army that's mostly made up of mediocre infantry and all damage spells are welcome too even if you'll never blast the opponent off the table. Still some lores are definitely play better.
Good choices are:
- Life: This Lore could only be more awesome if it had tits and was on fire. Throne of Vines lets you ignore all miscasts from Life wizards on a 2+ (this includes a miscast from casting ToV itself, so go for broke) and beefs up the rest of your spells, Regrowth brings back dead models, Flesh to Stone and Shield of Thorns are welcome buffs, and The Dwellers Below makes all models in a targeted unit make a Strength test or roll for anal circumference. And every time you successfully cast, you heal a wound, which can be on any model within 12". Seriously, take this Lore, and take it for the highest-level wizard you have
- Metal: A good choice, but only comes into its own against enemies with high armor values (Warriors of Chaos, Bretonnians, other Empire armies, and so on). Casting Plague of Rust on Skinks or Clanrats is a waste of fucking time, and the lore attribute means that direct damage and magic missiles are less powerful the less armor their targets have. On the other hand, all damage spells ignore armor saves, and the augments it offers are fine in their own right.
- Light: Gives you a lot of very nice buffs (Speed of Light is a godsend should your opponent get into your artillery) and debuffs (particularly Net of Amyntok). A particularly nasty combo (if you can get it off) is Speed of Light and Birona's Timewarp, which together will make your Greatswords/knights with Greatweapons hit like Frenzied High Elf Swordmasters. Very good lore, especially considering the fact that it's statistically the easiest lore to cast.
- Death: Four words: Purple Sun of Xereus. Also has very good buffs and debuffs, though you've got to be pretty close to an enemy for the latter.
- Shadow: Has a lot of very good debuffs and can make one guy a flier, but you really want this Lore for Okkam's Mindrazor, which replaces a unit's Strength score with its Leadership when rolling to wound, which means that the unit you cast it on will essentially have at least 7 Strength(!) in close combat. Cast it on your Knights, Greatswords or Flagellants and swing for the bleachers. This is statistically the hardest lore to cast, so make sure to give it to a level 4 Wizard Lord.
- Heaven:One of the best lores for an all cavalry Empire Army. Harmonic let you reroll 1s for to hit, to wound and armour saves which is really useful when you will find yourself with 2+ to wound and 2+ as a lot of times. Use a lvl4 and a lvl1 wizard for that double iceshard which gives -2 hit which goes a long way when charging high strength units and -2 to ld which is really useful when charging steadfast units. Thunderbolt and Chain lightning is decent for taking out MSU armies and Comet can help you against corner armies as well as controlling the movement of MSU armies. All the spells are cast at a decent cost which allows you to attempt several spells compared to life, which gives your opponent a dilemma when he has to prioritize which spells to let through. Also, heaven spells have a good range so you can keep your wizard in the back protected by f.ex. archers. This lore is highly underrated. The downside is that it requires some practice to use.
- If you take direct damage spells (especially magic missiles) with the notion of blasting your enemy to kingdom come, you're setting yourself up for disappointment. Buffs and debuffs are where it's at, and you'll notice that what all of the Lores recommended above have in common are good buffs, good debuffs and one Spell of Horde Buggery.
- If you want to just murder shit, though, there is always...
- Fire: Literally just spam fireballs and shit everywhere. Just spam the fuck out of level one fire wizards, and I can guarantee you, point for point, you'll do far more damage than a fully kitted out gunline of Handgunners and crossbowmen.
Fighting challenges: Most armies are going to challenge your heroes every chance they get, so make sure you either have a unit champion to feed to that Vampire/Chaos Lord or have your hero kitted out for fighting these combat monsters. There are some common stats to expect from these kind of heroes so plan for: WS/T/S/I of at least 4, most likely 5 or even higher, at least 4 attacks and probably re-rolls for something (most often to hit), in most cases you will be looking at a 2+ or 3+ save as well. On the other hand, you can probably afford 2 heroes for every one of theirs. Most of the time all you can do is deny them kills and combat resolution so kitting your heroes to survive the stupid numbers of attacks likely to be inflicted on him is a good direction to take as normal troops would probably just get minced. Also, remember that challenges aren't your only option for handling heroes. Your goal isn't just to kill them (although if you can it's generally good) it's simply to stop them fulfilling their role. With so many points tied up in a challenge lord, simply deploying well can give you a nice edge, making the opponent march down your cannon's throat if he wants to charge your general. Honor and valour are for Bretonians, the empire fights to win not to play a losing game of who's got the pimpest general.
Detachment use: If you're using detachments (and you probably should), you need to learn the detachment rules by heart so you always know what they can and can't do in a given situation.
- The Good:
- Melee detachments can make a counter charge.
- Ranged detachments can make a Stand and Shoot action at no penalty if their parent unit is charged.
- Detachments get any special rules that their parent unit possesses, as well as many prayers from Warrior Priests. Moreover, the FAQ has ruled that detachments use the ranks of the parent unit for determining Steadfast, even if it isn't in combat.
- The Bad:
- Detachments cannot take command models, so no Hochland Long Rifle in a detachment of Handgunners.
- Detachments lose their special abilities if they are more than 3" away from their parent unit.
- Detachments cause Panic now.
- Parent units do not get to react like detachments do, so a smart opponent will either just charge the detachment instead or tie it up with a chaff unit unless you can give him a good reason not to.
- The Ugly:
- Detachments can take up a lot of valuable real estate during deployment, and can't be placed in reserve unless the parent unit is in reserve as well.
Take the high ground: In real life, placing artillery on the highest position available gives you an unparalleled vantage point over your enemy, and the same is true in Warhammer. Placing your artillery on a hill behind your troops means that you can fire over them without giving your target hardcover (this is less important for mortars and Helstorms, which fire indirectly). However, do NOT put your artillery in a building if your opponent has an artillery of his own or high-Strength units he can bring to bear on it; every model in the building takes multiple wounds, which can wreak havoc on artillery.
Homing Rockets: Take a Helstorm Rocket Volley with a Great Engineer. The artillery die reroll can apparently be used on the Helstorm now, as well as the engineer's BS. Bulls-eyes with 4" scatter or less means you can do 21 hits on a unit per rocket, for a maximum of 63(!). Use the reroll wisely, though; you do increase the chances of a misfire. It's best to reroll misfires (duh) and 10s, 8s if you feel lucky. If you roll a 6, just hope for bulls-eyes for a 2" scatter (unless you get three rockets, in which case you might want to go for it).
Homing Fireball: A funny thing you can do is buy a Witch Hunter a Ruby Ring of Ruin and according to the most recent FAQ their Killing Blow ability applies to shooting spells as well. Hit someone with a Killing Blow Fireball.
Kill the Witch: Fill your Hero allotment with Witch Hunters. Walk forward every turn, shooting merrily. Kill all of your opponent's characters this way. Put a Warrior Priest in the same unit, and have him cast Hammer of Sigmar to give the Witch Hunters rerolls to wound in close combat, or Soulfire to make all ranged attacks Flaming. Combine with Enchanted Blades of Aiban/Flaming Sword of Rhuin for even more cheese.
Karl and Friends: Synergy unit, needs skilled use of artillery support and at full placement only can be done in 3000+ games. Karl Franz, Ludwig Schwarzhelm, Kurt Helborg, Luthor Huss and Valten in an unit of Reiksguard Knights with a Magic Banner (Steel Standard, War Banner). The unit has mobility, damage output, damage resistance and passes all Leadership tests with:
- Inspiring Presence
- Hold Your Ground!
- Hold the Line!
- Immune to Psychology
- Magic Resistance (2)
- +2 Combat Resolution (+3 with War Banner)
- One turn Battle Prayer effects: Flaming Attacks, 5+ Ward in close combat or Reroll to Wound. Why one turn effects? To gain flexibility and avoid permanent Flaming Attacks that makes the unit useless against a 2+ fire ward.
Put a Level 4 Wizard Lord (Life, Light, Shadow) with Staff of Sorcery (See FAQ) in another unit for protection from spells like Dwellers Below or Purple Sun. The rest of the army is Steam Tanks, Great Cannons, Witch Hunters, Warrior Priests and Knights units of all types excluding Reiksguard; keep the Wizard Lord in dispel/buff/debuff mode, get a second Wizard (Beasts, Level 1) with a Dispel Scroll to buff your units. Combine this tactic with the previously listed tactics (Take the high ground, Kill the Witch, Homing Rockets, Homing Fireball, etc).
The Gunline: Yes this tactic is pure cheese but its not illegal. Basically, replace all state troops with Handgunners (think American revolution or Napoleonic wars). A block of 10 handgunners with another block right next to them, repeat until the gun line is formed. Great Cannons on each side of the gunline to fire diagonally from each corner when your opponents' troops move in to engage your gunline and grapeshot anyone who wants to engage your cannons. Have some mounted pistoleers behind your gunline to fire over your gunners' heads or to charge anyone who makes it to your gunline and sweep up all those routing units.
Pike and shot: This may be a bit obvious, but combing a parent block of spearmen with two hand gunner detachments (
aside from being historically accurate No they used Pikes not spears, the hint is in the name) can be devastating. no one wants to charge spearmen, but the hand gunners are the bait to make them want to try. if someone tries to run the hand gunners off while avoiding the spearmen, intercept them with small blocks of infantry to give your spearmen time to get into position. 5 Halberds should be at each of your flanks to charge anyone AFTER they engage your spear block.
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