Author Topic: Umenzi units and tactics  (Read 16123 times)

RushAss

  • Administrator
  • Hero Member
  • *****
  • Posts: 3857
  • Eat your beets - Recycle!
    • My Facebook.  Where you can see my, uh... face.
Umenzi units and tactics
« on: March 18, 2009, 10:46:20 AM »
Perhaps a sticky here?

Based upon Ultiville's formula

The Umenzi are perhaps the oddest faction in the game and they don't fit in squarely with the fantasy theme that most of the other factions do.  Not to worry!  The Umenzi are a very respectable bunch that can stand up to anybody and possess tons of flavor to boot.

I'll list each unit and give a number of stars to each general role I think one might try to use it in, from 
1-5.  If I don't list a given role it means I think it can't do that, but I could always be wrong or forgetful, so please respond and post your own if you like! There are also many people here who have played far more often than I have, so please give your feedback.

If you have a post you've made in another thread that you think fits in this one, feel free to post it; I think it would make some sense to have everything in one place.

General guideline to what the stars mean:

*:  It looks like this unit might be able to do this, but I've found that this is a trap.
**:  In select cases, the unit might not completely embarrass you trying to play this role.
***:  The unit plays the role competently.  Generally it won't work miracles, but it justifies its points in most games.
****:  The unit is excellent at that role.  I'll try to "upgrade" other units in that role to this one if I  can.
*****:  Centaurs.

Stars are points-adjusted, so you'll often see a unit that's better on the table getting fewer stars at a role, because it isn't enough better to make the points worth it in my opinion.

Roles:

Tank: This is a unit you use to soak up hits and last long enough for relief to arrive, without planning on it doing significant damage.
Light Infantry:  This is a unit that you plan to have last just long enough to get help, and maybe do a bit of damage while it's at it.  It won't stand up to a real damage unit, but it will prevent opposing tanks from embarrassing you by pinching in.  I think of this as the "offensive" version of the tank unit.
Heavy Infantry:  The game's generalist units.  They have good attack and defense stats, but neither is enough of a standout that they aren't capable of both dealing and taking some damage.  These are the non-specialist guys who you plan to use to cover contingencies and things like that.
Light Damage:  This is a unit you use to charge in, either against weak units or into a pinch.  This plan involves breaking them on the first turn because the unit will be in trouble if you don't.
Heavy Damage:  This is a unit you use to charge in and beat people up on the charge turn, but unlike Light Damage, you're trusting them to last a few turns if things go wrong.
Fire Support:  This is a unit you use to add fire where it is needed.  You don't count on them to get much done on their own, but combined with a reasonable infantry unit or other fire support, they can create holes in the opposing line and get things going.
Artillery:  The big guns.  These units add fire support, but the fire is meaningful enough that you are hoping they'll do big damage over the course of the game, rather than serving a dedicated support role.
Other:  Sometimes I'll put in another category, like "Centaurs" or "Bowriders" and explain it in the comments.

I'll also give every unit an overall score indicating how often I tend to play it.

Faction abilities:

Faith Armor - This is an essential ability that allows a unit to resist the first point of damage done to it which is made even more important when you note that most Umenzi units have lousy defensive stats.  Faith Armor can help a unit hold on for that extra turn before taking it's first courage check.  It can also be used on a spell caster to allow it to heal additional damage to other units.  All said, Faith Armor is one of the better faction specific abilities currently in the game.  The downside of this ability is that like Undead Reanimation, it can become addictive.  This in itself is not so bad, but it will certainly lessen the amount of command cards you'll be drawing.

Spell Casting:

Another faction specific ability that the Umenzi possess is the ability of the Shamans and High Priests to cast spells. 

Hexing - Probably the most commonly used casting ability.  Pay close attention to who you're hexing and don't just throw it around with abandon.  Focus on minimizing your opponent's ability to hurt you.  While it may be nice to hex that pesky unit of Hawk Bowmen that's been peppering your line with arrows, it may be a better idea to hex those Greatswordsmen because they will hurt you much more per die roll than the Bowmen ever will.

Blessing - Opposite of hexing.  Place it on units where the extra die has a good chance of scoring damage.  While it may seem like a morality boost to bless a unit of Initiates, you may want to place it on a unit of Worthy or Chosen instead as the extra die will have a better chance of helping you there.

Healing - I must confess that I rarely use this.  One thing I don't want to do is heal a unit with average courage back up into the last box of either the yellow or green as chances are they will lose that box next attack and have to roll a courage check all over again.  I'd rather heal a unit that's still got a few boxes to go before taking it's next courage check.

A Word about Leadership:

A drawback of the Umenzi faction (other than the crummy defensive stats) is that the leadership component forces you to be really careful about your army set up.  If any of your non-leader/non-elephant/non-berserker units leave leadership range, their courage becomes absolutely dreadful.  Goblins will seem brave by comparison.  This means that you'll probably have to bring at least 2 spell casters to every army build of 1500 or more points to cover this.  I don't like to use Worthy or Chosen to depend upon leadership since situations occur where a unit can find itself further away from the main fight than anticipated.  I like to place my spell casters a little bit outside of center so that they can cover the edges of your army as well as the center. 

Umenzi Unit Review

The Possessed
Disposable Fodder: ****
Anything else: *
Overall: ***

Just about everybody needs a fodder unit and the Umenzi are no different.  And since the Umenzi are largely made up of "weenie" units, it's only fitting that the weeniest of the weenies be really weeni-ish.  Enter the Possessed.  They won't hurt anyone much and they will get swept away in a brush fire.  The one thing they have got going for them is a stupidly high courage, which means that they will stand to the bitter end.  So at least you can depend on them to stay where they belong while they are still alive.  Who cares if they automatically die if they route?  By that point they are as good as dead anyways.

Initiates
Light Infantry: **
Disposable Fodder: ***
Light Damage: **
Overall: **

If you have an extra 77 points and want an extra unit, you get The Possessed.  If you have an extra 104 points, you can go with the JV squad.  Their lack of green hits and low courage actually make them less dependable than the Possessed.  I'm not a fan of these guys but hey, they are still cheap and they are core!  And at least you can heal them and enable them with Faith Armor in a pinch.  These guys have "back up unit" written all over them.

Atlatlemen
Fire Support: **
Standing in as Light Infantry: *
Bang for the buck: ***
Overall: ***

The only true ranged unit of the Umenzi, and they are not much.  Basically Bowmen with half the range.  But they make up for it in their cheap cost and they actually fight hand-to-hand better than bowmen.  Admittedly not much better, but what do you expect for 115 points?  And yes, they are core.

Warriors
Light Infantry: ***
Tank: **
Bang for the buck: ***
Overall: ***

Now we're getting to the meat-and-potatoes guys.  These are your garden variety standard troops with average offensive stats and average courage.  Their flimsy 2/1 defensive stats can be a problem, but Faith Armor (and the occasional healing) can allow these guys to hang in there with the equivalent of most other faction's standard guys for a while.  They won't get you crazy damage.  They are not sexy.  But chances are that you are going to have some of these guys in your army build almost every time due to them being core units, so get to know them and get to like them.  Many factions can do far worse for the 150 point range (see Raiders: Goblin).   

Spearmen
Light Infantry: ***
Tank: **
Bang for the buck: ****
Creating regret in Large and Cavalry Units: ***
Overall: ***

Typical Spearmen upgrade from Warriors.  Nothing different here than what has been done with other factions.  One thing that is nice to note is that while their staying power is only OK, you can get a heckuva lot of damage out of this core unit for the super low price of 170 points.  Especially if you can convince your opponent that he needs to ram into them with something big or something that runs on hooves.  I will always upgrade Warriors to these guys whenever I can. 

Javelineers
Tank: **
Light Infantry: ***
Annoying opponents: ***
Overall: ***

Ah yes, now we come to the core unit that every Umenzi General (or perhaps War Chief?) would upgrade all his other core units to when given the chance.  Basically, take Warriors and give them an extra round of attacks right before they engage.  You pay about 30 points extra over the Warriors for this privilege, but in most cases it's worth it as they still weigh in at under 200 points.  Sometimes a situation will pop up where having them not engage an enemy works out fine, and the spear chucking can become quite annoying to your opponent.  One hidden advantage to these guys is that they can wreak absolute havok on routing units.  All other comments concerning Warriors apply.

Berserkers
Tank: **
Light Infantry: ***
Heavy Damage: ***
Bang For The Buck: ****
Overall: ***

What do you get when you take (statistically, at least) a Dwarven Battle Axemen, give him a permanent Rune of Uruz, Make him a bit more prone to damage, put him on a permanent close order and remove any chance of  him routing?  You get Umenzi Berserkers!  Sure they will stupidly close with whatever your opponent tosses in front of them.  But you know what?  They actually have a solid chance of taking whatever it is down if they catch it.  With a 1/2 defence and average stat bar, they are normally not long for this world.  But do note that you can give them Faith Armor and they can be healed (not that they care), so you can actually keep these guys around for a while if you want.  with 6 dice at a 5/6, these fellows can actually make quite a mess.  The permanent "C" standing order can get you in trouble, but few other infantry units costed in the low 200's will give you the damage output that these guys will.  And knowing that they will never rout is always nice.

Worthy
Tank: ***
Heavy Infantry: **
Heavy Damage: **
Leadership: *
Overall: ***

It's tough for me to fit these guys in.  They are too strong to be considered light infantry, but fail miserably if you cast them in a heavy infantry role.  Their defensive stats are decent by Umenzi standards and the combination of fat health bar and Faith Armor, along with solid courage make them an OK tank unit in my mind.  Their offensive ability is a slight step up from the Core guys and you may be tempted to pair them off against your opponent's big nasties as they look really hot when you measure them by the standards of your core units.  But the truth of the matter is that they cannot do it alone.  They need help to take down big nasties.  One thing they are good at is taking down lesser units, but that usually means that somewhere there is an enemy heavy infantry unit tearing it's way through your weaker guys.  Another letdown is the 3.5 inch leadership range.  I would never depend upon these guys for leadership as 3.5' is simply not that great a distance.  Still, the Worthy are a good unit at face value.

Chosen
Tank: ****
Heavy Infantry: ****
Heavy Damage: ***
Leadership: **
Being totally bad-ass: ****
Overall: ****

Where the Worthy fall short, the Chosen come through in spades.  Their combination of solid offensive stats, excellent defensive stats, fat health bar, and near unflappable courage makes them one of the best Heavy Infantry units in the game not called The Celestial Guard.  With Faith Armor they can stand in there and grind it out against just about anyone as long as they are not being pinched.  Their leadership range of 5 inches means that you can actually depend upon them to provide the courage boost for units adjacent to them.  I wouldn't depend upon it for anything further, though.  An added bonus is that due to the low cost of most of your other guys, it's easy to field 2 of these splendid units in a 2000 point build.  Hands down the best unit in this faction.  Don't leave home without them!

Giant War Elephant
Heavy Damage: ****(on charge turn)/**(all other times)
Steamrolling things while charging: *****
Tank: ***
Overall: ***

And now we come to the first Colossal unit ever introduced to the game - the Mighty War Elephant.  He's big. He's nasty.  He's got little dudes on his back tossing sticks at you.  He costs his own weight in points.  This unit is all about the charge.  While on the charge it's offensive stats are 4 dice at 5/9 with 2 impact hits, plus the spears.  Truly horrifying!  However, it becomes just another big dude once the charge bonuses are gone.  It can also be easily mitigated by clever play on your opponent's part.  If he can find a way to flank it before it can charge somebody head-on, you've just wasted 523 points.  So the objective with this guy is to try to run down as many average units as you can before he gets pinched.  Don't use it to take down your opponent's best unit as it's just too easy to pinch it or feather it with missile fire.  A saving grace for the Elephant is that you can often afford to purchase him since the other units are so cheap.  Personally, I would prefer to take a Chosen and another core guy for the points.  But if you're into big scary stuff, the War Elephant can be useful as long as you use it cleverly and don't try to wade it directly into the center of the battle.

Shamans
Being a Pest: ***
Leadership: ***
Overall: ***

It's funny that some of the cheapest and saddest units in a faction full of cheap units is the glue that holds the whole thing together.  While these guys are useless in a fight where they are not pinching, you actually get a lot for your 100 points.  The leadership range of 6 inches means that you can use them to boost the courage of about 3-4 line troops across.  Place them wisely!  You will never find a more effective means of being a pest for this points cost.  The spell casting is explained above.

High Priests
Being a Pest: ***
Leadership: ****
Overall: ****

You can do just about anything spell-wise you want with Shamans, so why spend the 30 points to upgrade to these guys?  While there is no 1 reason that justifies it, I'll give you 3 little reasons and one big one that add up to making the upgrade a no-brainer.  First, you get an extra inch on your leadership range which is helpful when placing your army.  Second, they are harder to kill due to better defensive stats and an extra red hit box.  Third, the higher morale makes them less likely to route.  Leadership units routing can be disastrous!  And fourth, you get the nasty death curse.  While the death curse has the extremely limited range of 3.5', there is no way to prevent the damage!  This makes it great for use on units with super high defensive stats that you would otherwise not damage much.  So I almost always upgrade my Shamans to High Priests whenever possible.  You get so much for that extra 30 points.

Discuss Umenzi here!


« Last Edit: June 16, 2009, 09:43:53 AM by RushAss »
"You can never break the chain - There is never love without pain
A gentle hand, a secret touch on the heart
A healing hand, as secret touch on the heart"
-Rush, Secret Touch

Niko White

  • Celestial Guard
  • Hero Member
  • *****
  • Posts: 2406
  • A tíro nin, Fanuilos!
Re: Umenzi units and tactics
« Reply #1 on: March 18, 2009, 12:18:39 PM »

Nice post.

War Elephant is my favorite Colossal unit by far.  It is nice and cheap, and it has trouble doing damage to decent guys fast, but you can play cards on it easily, which means a lot.  And it is pretty cheap for such a massive body.

I'm not quite sure the High Priests are as much of a no-brainer as you say given what other nice Umenzi options there are for 30 points (like Warriors to Spears or Spears to Javelins) but they are certainly tempting.

Well reviewed.

Chad_YMG

  • Administrator
  • Hero Member
  • *****
  • Posts: 2348
    • Your Move Games
Re: Umenzi units and tactics
« Reply #2 on: March 18, 2009, 01:36:53 PM »
Just about everybody needs a fodder unit and the Umenzi are no different.

Actually, I kind of disagree here.  Crappy units serve a few purposes: cheap threats on the flank, line extenders for an expensive army so your own flank is covered and temporary meat shields or disruptors.  The Umenzi normally field so many units that this isn't a real need; the Possessed are a fine unit, but one I almost never take.

Quote
(Atlatlmen) make up for it in their cheap cost and they actually fight hand-to-hand better than bowmen.  Admittedly not much better, but what do you expect for 115 points?  And yes, they are core.

I love these guys, although they take a hit with the new range rules.  It's great having a line that will fill itself in, and their "better than bowmen" HtH stats means they sometimes finish what the front line started.

Quote
Ah yes, now we come to the core unit that every Umenzi General (or perhaps War Chief?) would upgrade all his other core units to when given the chance.  Basically, take Warriors and give them an extra round of attacks right before they engage.  You pay about 30 points extra over the Warriors for this privilege, but in most cases it's worth it as they still weigh in at under 200 points.  Sometimes a situation will pop up where having them not engage an enemy works out fine, and the spear chucking can become quite annoying to your opponent.  One hidden advantage to these guys is that they can wreak absolute havok on routing units.  All other comments concerning Warriors apply.

Agreed -- my favorite Umenzi unit and the one that probably defines the army (although for obvious reasons the spellcasters could argue otherwise).

Quote
Where the Worthy fall short, the Chosen come through in spades.  Their combination of solid offensive stats, excellent defensive stats, fat health bar, and near unflappable courage makes them one of the best Heavy Infantry units in the game not called The Celestial Guard.  With Faith Armor they can stand in there and grind it out against just about anyone as long as they are not being pinched.  Their leadership range of 5 inches means that you can actually depend upon them to provide the courage boost for units adjacent to them.  I wouldn't depend upon it for anything further, though.  An added bonus is that due to the low cost of most of your other guys, it's easy to field 2 of these splendid units in a 2000 point build.  Hands down the best unit in this faction.  Don't leave home without them!

Agreed, except that I think the Worthy come into their own in smaller battles.  Few armies will be able to match an Umenzi line without putting up guys that the Worthy can manhandle, and their ability to cover two neighbors in terms of leadership is very handy.

Quote
So I almost always upgrade my Shamans to High Priests whenever possible.  You get so much for that extra 30 points.

I agree about the superiority -- the thing with the Umenzi, though, is that there are so many upgrades to consider.  I usually think it's more important to upgrade to Javelineers than to High Priests, but I really like to have at least one High Priest in a spot where zotting is likely to become sexy in the late game.  Most of my Umenzi armies feature at least one unit of Shamans and at least one of High Priests, which is part of why I think we got the point spread right.
« Last Edit: March 18, 2009, 03:44:04 PM by Chad_YMG »
David Humphrey está todavía en la Colina 217.
      - From Spanish translation of Hill 218 rules

RushAss

  • Administrator
  • Hero Member
  • *****
  • Posts: 3857
  • Eat your beets - Recycle!
    • My Facebook.  Where you can see my, uh... face.
Re: Umenzi units and tactics
« Reply #3 on: March 19, 2009, 09:43:50 AM »

War Elephant is my favorite Colossal unit by far.  It is nice and cheap, and it has trouble doing damage to decent guys fast, but you can play cards on it easily, which means a lot.  And it is pretty cheap for such a massive body.
Yeah, I neglected to mention that.  Very good point.  I also think that it's the colossal unit that's most likely to achieve what you want it to.  No control issues like the T-Rex and Hydra.  And no pressure to justify 900 points like the Ancient Red Dragon. 

I'm not quite sure the High Priests are as much of a no-brainer as you say given what other nice Umenzi options there are for 30 points (like Warriors to Spears or Spears to Javelins) but they are certainly tempting.

The other options for Umenzi are all valid and good, I just have a soft spot for the Death Curse, I guess :)

Just about everybody needs a fodder unit and the Umenzi are no different.
Actually, I kind of disagree here.  Crappy units serve a few purposes: cheap threats on the flank, line extenders for an expensive army so your own flank is covered and temporary meat shields or disruptors.  The Umenzi normally field so many units that this isn't a real need; the Possessed are a fine unit, but one I almost never take.

I have a confession to make - I've never fielded a unit of Possessed.   But for what they are, I feel they are decent.  I also have a phobia for failing courage checks (as I fail more than I mathematically should) so I think I may start using them so I can at least depend on the dudes to stand there and die like men.  Blank eyed, shambling men.
« Last Edit: March 19, 2009, 09:49:35 AM by RushAss »
"You can never break the chain - There is never love without pain
A gentle hand, a secret touch on the heart
A healing hand, as secret touch on the heart"
-Rush, Secret Touch

gornhorror

  • Rules Team
  • Hero Member
  • *****
  • Posts: 1797
  • Goony goo-goo!
Re: Umenzi units and tactics
« Reply #4 on: March 19, 2009, 10:21:08 AM »
Heh, afraid of fear & rout checks? Isn't that some kind of double negative?   :o
Where's this shade, that you got it made?

Kevin

  • Hero Member
  • *****
  • Posts: 5157
Re: Umenzi units and tactics
« Reply #5 on: March 19, 2009, 02:13:11 PM »
Good write up.  I just picked up the Umenzi, and though they won't see action until next week, I think I'm in love.  :D  And kudos to YMG for making a fantasy race not based on medieval Europe.

I like the war elephant because of the 7 power of its attacks.  Versus opponents with heavy armor (hardness 4), the regular attacks will mostly be bouncing off.

My feeling is that the front line should be all warriors, all spearmen, or (preferably) all javelineers.  If you take a mix the units you really need will be arrow bait.  Will have to see how it plays out.
However beautiful the strategy, you should occasionally look at the results. - Winston Churchill

RushAss

  • Administrator
  • Hero Member
  • *****
  • Posts: 3857
  • Eat your beets - Recycle!
    • My Facebook.  Where you can see my, uh... face.
Re: Umenzi units and tactics
« Reply #6 on: March 19, 2009, 02:27:33 PM »
Heh, afraid of fear & rout checks? Isn't that some kind of double negative?   :o
You get the cruddy attack rolls, I get the cruddy courage checks...

Good write up.  I just picked up the Umenzi, and though they won't see action until next week, I think I'm in love.  :D 
If you think you're in love now, try a game where you field a unit of Chosen ;)

"You can never break the chain - There is never love without pain
A gentle hand, a secret touch on the heart
A healing hand, as secret touch on the heart"
-Rush, Secret Touch

ajax98

  • Guest
Re: Umenzi units and tactics
« Reply #7 on: April 03, 2009, 01:28:21 AM »
The Umenzi are fun to play - as long as you understand the methodology for the Faction's Strengths. Which is, IMO, Spells, Faith Armor and numbers of units.

Out numbering your opponent is always good in this game for 2 simple reasons - the ability to flank and pinch because you have one or more units and thus freedom of maneuver, and more combat dice to roll once engaged. Rolling 1's is always good.

If you are using the standard deployment rules, having more units than your opponent prepares you for another advantage that is, IMO, key to giving you the edge in the forthcoming contest - Deploying your units during set up to as to obscure your plans and find weakness to exploit in the opponent's set up, by having significant forces to deploy after he has set all his on to the battlefield.

At that point it is very important to have a plan and make your initial Standing Orders good enough to last a number of turns up to and past the time of expected engagement.

This is because you want to be using Faith Armor and drawing Command Cards, not giving new orders.

If you expect a rough parity in unit numbers, then having a goodly nr of missile throwers that can fight is a great combination - Javelineers are the unit of choice. I like a min of 5.

IMO having a min of 3 Shamen ( I prefer 4 if possible) is good for spreading the morale booster across your line and having the ability to Bless and Hex (-1 combat die) at will. Taking away, say, 4 attack dice of your enemy per cycle, is very much a force modifier.

Combined with Faith Armor this has the effect of reducing the enemy's damage to your units by the nr of FA and Hex deployed per cycle. Which for many of the High Elves can often mean no damage inflicted due to fewer combat dice.

The tricky part is knowing that you must Bless (after movement) your units before applying FA, which is done during the Cmd & movement phase, because you are not permitted to Bless or Heal a unit with FA.

Bless and Hex come after movement. Depending upon the situation, my standard form is to Bless my four most expected combatants and FA a couple Shamen (at some point they will use it - protection or Heal, puts a damage on them) or draw Cmd Cards.

Then it is a matter of keeping up the double whammy of FA your engaged/exposed units and Hexing the most enemies.
« Last Edit: April 03, 2009, 11:47:25 PM by ajax98 »

Quelmotz

  • Hero Member
  • *****
  • Posts: 539
  • The berserker
Re: Umenzi units and tactics
« Reply #8 on: April 13, 2009, 03:29:09 AM »
can be useful as long as you use it cleverly and don't try to wade it directly into the center of the battle

I waded mine into the middle of a battlesquad, cygnets and swordsmen and it died miserably  :-[...

I like the Umenzi a lot, even though I've only played 2 or 3 games with them. They are playing competently against the high elves though the game is still not concluded yet.

The berserkers can really do some damage provided it isn't targeted by archers, battlemages, scorpion bolt throwers and bowriders...  :D  Put a possessed or other kind of fodder closer to the archers than it and FA the unit like hell.

"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein

ajax98

  • Guest
Re: Umenzi units and tactics
« Reply #9 on: April 13, 2009, 07:03:36 AM »
Put a possessed or other kind of fodder closer to the archers than it and FA the unit like hell.
Unfortunately the Possessed get no benefits from FA or Spells, little disclaimer on their card. I have used the Possessed to good effect, I like them if I have the right nr of points. Great meat shield for the Chosen.

Quelmotz

  • Hero Member
  • *****
  • Posts: 539
  • The berserker
Re: Umenzi units and tactics
« Reply #10 on: April 14, 2009, 05:09:35 AM »
Put a possessed or other kind of fodder closer to the archers than it and FA the unit like hell.
Unfortunately the Possessed get no benefits from FA or Spells, little disclaimer on their card. I have used the Possessed to good effect, I like them if I have the right nr of points. Great meat shield for the Chosen.

True, the possesed are great fodder units and have stupidly high courage. Also, they have 9 health (!) for a cheap unit so they usually can remain there blocking space for a few turns.
Sorry I made a mistake about the faith armor I though it could only not be healed and blessed.
"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein

ajax98

  • Guest
Re: Umenzi units and tactics
« Reply #11 on: April 14, 2009, 05:44:46 PM »
How do you think I got reminded about the info on the card?
"Oops, what's that on their card?"

Quelmotz

  • Hero Member
  • *****
  • Posts: 539
  • The berserker
Re: Umenzi units and tactics
« Reply #12 on: April 16, 2009, 02:12:49 AM »
How do you think I got reminded about the info on the card?
"Oops, what's that on their card?"

lol.
"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein

lazyj

  • Hero Member
  • *****
  • Posts: 839
Re: Umenzi units and tactics
« Reply #13 on: May 24, 2009, 10:16:27 PM »
Just played a game with Umenzi yesterday, and had a few thoughts.

Possessed are great! I think having something that is (almost) never going to break and cheap to boot is a fantastic combo. A great many nasty units (heavy cavalry, colossals) rely on ferocious damage on the charge turn. Just throw "Mr Meatshield" in front and let him take it. He'll stay there 90% of the time until the bitter end. Then you just poof him away and slide in your backup unit. You've basically eliminated two prime attack opportunities that those nasty guys paid top dollar for in points, at minimal cost to yourself. See Peasants with circled courage in the Hawk review.

Umenzi spearmen... I don't think they're really worth it. I could still be persuaded, but toughness 1 just sucks. Its not like the Hawks where you can expect them to grind a cavalry unit to dust. No, I think you're better with a unit of Possessed followed by Initiates or something. Let the Possessed take the charge, and then swap them out with the unit following when they die. Just keep the cav pinned until you can pinch them away. I think pretty much any heavy cavalry worth its salt will sweep through these guys in a turn or two unless you have massive Shaman/Priest support focused solely on that one engagement.

Quelmotz

  • Hero Member
  • *****
  • Posts: 539
  • The berserker
Re: Umenzi units and tactics
« Reply #14 on: May 25, 2009, 04:04:38 AM »
Just played a game with Umenzi yesterday, and had a few thoughts.

Possessed are great! I think having something that is (almost) never going to break and cheap to boot is a fantastic combo. A great many nasty units (heavy cavalry, colossals) rely on ferocious damage on the charge turn. Just throw "Mr Meatshield" in front and let him take it. He'll stay there 90% of the time until the bitter end. Then you just poof him away and slide in your backup unit. You've basically eliminated two prime attack opportunities that those nasty guys paid top dollar for in points, at minimal cost to yourself. See Peasants with circled courage in the Hawk review.

Umenzi spearmen... I don't think they're really worth it. I could still be persuaded, but toughness 1 just sucks. Its not like the Hawks where you can expect them to grind a cavalry unit to dust. No, I think you're better with a unit of Possessed followed by Initiates or something. Let the Possessed take the charge, and then swap them out with the unit following when they die. Just keep the cav pinned until you can pinch them away. I think pretty much any heavy cavalry worth its salt will sweep through these guys in a turn or two unless you have massive Shaman/Priest support focused solely on that one engagement.

Agreed for the possessed.

Umenzi Spearmen are actually one of the best "meat-and-potatoes" (I hate this metaphor) core units IMO. They have ok courage (10+2) and average (6) 5/5 attack. Their defence sucks, but with FA and healing, they can usually stand toe to toe (again?) with most other spearmen, especially if they're hexed. P.S. Bless these guys and you have an amazing (ok not so) (7) 5/5 unit!
"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein