This was posted up on BGG a while back but I thought I'd spread the love...
Following my recent experiences against the Dwarves of Runesguard
http://www.boardgamegeek.com/thread/451254 I've been working on a few strategies to breakdown enemy armies with defensively strong units. These army builds were tested using solo rules (+25% enemy size; melee units on close; ranged units on range) against Dwarves - with and without M&M.
It had become apparent to me recently that the lack of heavy hitters in the Hawkshold lineup means that Longbows are vital. I had tried to play without them recently but they simply aren't competitive against defensively strong factions such as Runesguard without them.
So, here is what I've developed...
2 x Longbowmen (LB)
1 x Knights (KN)
1 x Spearmen (SP)
2 x Swordsmen (SW)
1 x Militia (MI)
2 x Peasants (PE)
1,998 pts.
They line up as follows:
SP - SW - SW
KN - LB - LB - MI
- - - - - - - - - - - - PE - - - PE
This is obviously reversable and the spearmen are movable dependent upon enemy lineup.
Now, this works on the premise of an Oblique Line with all the power focused on one of the flanks. As the enemy advance the Longbow target a single unit on the opposite flank (one that they can destroy, thereby creating a gap). Once the enemy hit the forward line the Knights can be brought out to counter flanking units or pinch on the flank - timing is key for this. The militia and peasants support the forward line by preventing flanking with judicious forward movement. The lone peasant is used to upset the enemy line by delaying one flank - this is more potent that it first appears as the enemy will be forced to advance on it in line or draw units across and create a second rank; either way you benefit from delaying a large part of the army.
Standing orders are applied as:
Knights on Close; Longbowmen on Hold with a targeted enemy unit; All others on Hold although the lone peasants can be given a terrain objective if you decide to run them around.
The advantage of this set up is that the Longbows are immune to any enemy range fire and in turn will decimate 1/2 enemy units before the lines clash (they can obviously continue to contribute once they do as well). This will breakdown the enemy flank and give the Knights the opportunity to swing out and work their magic. Ideally they will charge onto a flank to pinch. To prevent them being pinched in turn it may be necessary to switch bowfire onto lurking flanking units if possible. The premier line infantry will hold the enemy long enough for the knights to knock out 1/2 units. Once they've done this the swordsmen/spearmen will be ready to hit the rest of the enemy who have been tied up by the militia and peasants.
One of the key advantages to this tactic is that there is minimal need to change standing orders and so you will be able to draw a large number of command cards and give bravery to units that require them. This will help protect the forward line from bowfire and allow the weaker infantry to tie up the enemy a little longer.
Weaknesses are obviously a small and weak forward line that is totally reliant on the longbowmen and knights to act the hammer while they act the anvil. There is also the potential for the enemy to overpower the opposing flank and break you - if that happens you're dead in the water. The other is an especially fast enemy that can close the distance on the weak flank quickly and roll over them. Both peasants are almost certainly doomed, and possibly the militia as well, but the rest have a good chance of never even dropping to yellow.
I think this is probably an easily countered tactic IF your opponent knows what you're doing and how you plan to do it. Pulled out for the first time, though, and I think they won't know what hit them when the dust settles.