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Why Play Halflings[]

Halflings are something of a horde-heavy force, focusing on crowds of fairly flimsy forces and war machines. Also helping is their ability to call forth various golems to hold down the front lines and protecting the troops.

PROS:

  • Lots of bodies for holding the line
  • A lot of options for your various roles

CONS:

  • Slow hampers you like any dwarf armies
  • Your troops are quite squishy, which when combined with above can make you very vulnerable to gunlines
  • A lot of lower-quality units

Special Rules[]

  • Swift: Units with this rule can ignore the Slow rule, allowing them to move at a normal speed.
    • Very Swift: Swift +1. Instead of moving at normal speed, this unit now has the Fast rule rather than Slow.

Wizard Spells[]

  • Lightfoot (4+): Friendly unit within 12" can move +3" on their next activation, allowing them to somewhat offset their slowness. However, this isn't much of an improvement as compared to most enemies.
  • Forest Spirit (4+): One enemy unit within 12" takes an AP(2) Deadly(3) hit, making this a pretty good spell for nailing elites and maybe a special weapons team.
  • Strongheart (5+): One friendly unit within 12" can immediately charge 6". Considering how flimsy your forces are, you'll be needing this to throw your forces at the nearest enemies.
  • Nightmare Spirit (5+): One enemy unit within 12" takes a three AP(2) hits. This is better suited for elite enemies or heavy cavalry rather than heroes or monsters, though they still have uses.
  • Luck of the Ancients (6+): One friendly unit within 12" gains the Regeneration rule that works on a 4+, making it a much-needed source of protection for your troops.
  • Cleansing (6+): Enemy unit within 6" take a hit for each model, making this hell for mobs of grunts.

Unit Analysis[]

Heroes[]

  • Lord: Your mightiest hero, though with a 4+ to quality and defense, that's not a very high bar. He has the usual option of weapons for heroes, including a lance when mounted, and Fearless allows an attached unit to hold in for at least a bit. As they lack any sort of shooting option, you'll be relying on melee - and you can buy Aura of Luck so that any 6s to hit by an attached unit can roll an additional attack.
    • Mounts: As the chief hero of the halflings, you have the biggest pool of mounts available. The great goat gives you Swift and an improved Impact(2) as well as another attack, offering quite a bit. The great dog provides Very Swift and some AP(2) bites for cheap, but you lose out on any Impact. The great chicken is similar to the dog, though they lose an attack in order to regain Impact(1). The great pig provides some extra wounds, but you'll only get Swift in return. The pig chariot makes you tankier, providing a 2+ defense as well as Tough(9), improving your offensive output with Impact(3) and some spare attacks. The cockatrice also makes you tanky, but also way stronger with an AP(3) attack as well as some AP(2) attacks while Flying lets you go through most cover and Swift negates most issues with speed. The great winged dog gets you the closest to a genuine monster hero, giving you not only all the perks of the cockatrice but also a full set of AP(2) attacks to better manage crowds rather than just monsters.
  • Engineer: A flimsier hero, but they weren't meant for the front lines in the first place. In addition to their melee weapons, you can also buy Ballistic Master, allowing them to either improving the hit roll of a nearby Artillery unit or letting them reposition.
    • Shooting: Unlike other heroes, the engineer can actually shoot, though they need to buy their guns. Poison potions provide you with a few Poison attacks, which can work wonders on infantry. Shrapnel bombs offer you a short-ranged option for Blast(6), scaring off herds. Rockets give you a AP(3) Deadly(3) option, letting you strike down monsters. The sniper rifle, while gifted with Sniper, only deals AP(1) and thus limits its usefulness in nailing heroes.
  • Assassin: Quite a surprising bundle of rules, able to drop in via Ambush and then use Takedown to inflict a hit with Deadly(3). Stealth and Strider give them some extra maneuverability after the hit. That said, their utility is limited after the surprise attack, with only their hand weapon and throwing knives for a ranged attack and neither have AP, limiting their value.
  • Shaman: Your basic bare-bones wizard. They don't have many options, given only the ability to boost their power and either a goat or chicken for a mount, offering a welcome improvement to mobility.

Infantry[]

  • Townsfolk: Your absolute bottom rung, little more than chaff and list-filler. With 6+ quality and defense, these guys had no ability to stand up to much.
  • Warriors: The basic rank-and-file, now able to employ command groups and special weapons. That said, these guys aren't far better with a 5+ to quality and defense. That said, they're better-suited than the townsfolk to being a hero-bunker.
  • Veterans: Slightly better warriors, gifted with 4+ quality and defense. While this makes them better for a bunker, this comes at the price of weapons being more expensive for them.
  • Braves: These warriors sacrificed their defense for offensive power. Fearless makes sure that the inevitable casualties won't hurt as hard, while Furious makes charging more advantageous and Slayer adds +2 AP when these guys face monsters with Tough(3) or higher - and with AP(1) on those hand weapons by default, you can hack through quite a lot.
  • Drunks: Drastically more expensive than townsfolk, but they offer quite a bit. Regeneration allows them to tank quite a bit while Fearless gives you a better chance of keeping them together. On top of that is their random d6 attacks, which can give you more attacks than townsfolk with a good enough set of rolls.
  • Thieves: A pack of warriors with Ambush, allowing them to accompany an assassin in shivving a foe. Though they lack Stealth by default they do get Strider so they can run into cover. Alongside buying Stealth they can also purchase some throwing daggers if you feel like supporting the assassin's shooting.
  • Marksmen: Halflings with shortbows and minimal defense. You can fortunately improve their range with new weapons, with the rifles dealing AP(1) to break armor while the crossbows offer Rending for potentially stronger AP.
  • Tree Golems: The most basic of golems, Slow but doughty. Each comes with a 4+ to quality and defense with Tough(3). Their lone melee attack is three AP(1) swings, giving them a bit of an edge against infantry. Strider helps them offset being Slow, which might give them a bit more survivability.
  • Rock Golems: 10 points more provides improved tree golems, trading in Strider for a 3+ defense. While their offensive output remains the same, the extra point in defense gives them a bit of breathing room against AP.
  • Ice Golems: Rather than better defense, the ice golems instead have Ice Shell, which makes enemies in combat with them suffer a -1 to hit. This can make the ice golems a bit of a better choice for a wall to hold off the front waves of melee, especially the weaker forces.
  • Jetpack Grenadiers: A pack of airborne veterans. While lacking in combat, Flying lets them cover any distance they need and their grenades provide small blasts to handle smaller groups.
  • Forest Trolls: While not as well guarded as the golems, the Regeneration save gives them an equivalent amount of security. While they have a decent set of AP(1) melee attacks, they can also buy some gunners so they can all shoot on top of their combat prowess.
  • Zeppelins: A bunch of Flying walls with a 3+ defense and Tough(3). They lack any manner of weapons aside from the basic hand weapons, though they can also fly over enemies to deal three AP(1) hits. When combined with another unit's fire, this can even clean out a pinned unit.

Cavalry[]

  • Dog Riders: Pretty much your light cavalry. Riding the dogs provides Fast for a welcome boost and each one comes with an extra attack thanks to their mounts. Though they lack Impact, you can buy the unit lances for it. Additionally, you can buy either shortbows or rifles if you feel like the unit needs to be more of a pack of harassers.
  • Goat Riders: Light cavalry that doesn't feel much like it. While they still can carry ranged weapons, the goats carry Impact(2), making charging more of a focus even if you don't buy the lances for extra damage on the charge.
  • Chicken Riders: The middle ground between gods and goats. While they only have Impact(1), they get to keep Fast for improved mobility.
  • Pig Riders: The closest you'll get to heavy infantry, toting a 4+ to quality and defense. While only at normal speed, they're completely dedicated to the charge with Impact(2) between the steed and the lances each model grabs.

Monsters[]

  • Cockatrice: This giant chicken is a great wall. Not only can they fly around without an issue, they also have a 2+ defense to tank anything. Also helping is their high AP game, with an AP(4) peck to rip apart some enemies and some AP(2) claws in order to deal with lesser foes.
  • Iron Pig: The more traditional walking tank, a plodding wall with a 2+ defense and Tough(9) to guarantee survival. Alongside its many AP(2) attacks is its smasher gun, a mid-ranged rapid fire gun made to cut through most infantry and light cavalry.

Chariots[]

  • Goat Chariot: A basic chariot carrying the improved Impact abilities of the goat, resulting in Impact(6) despite only being Tough(3). This makes the goat chariot a decent charge tank. If you feel like being able to do something outside of charging, you could also buy shortbows to harass enemies.
  • Chicken Chariot: As chickens are your only Fast mounts, a chicken-powered chariot becomes your fastest chariot. While it lacks the Impact power of the goat chariot, you still get some AP(1) hits to ding an enemy. Also helpful is the option to buy shortbows for harassment. Being Fast, it can mean a lot more to be used on this unit.
  • Pig Chariot: Though not hampered by Slow, the pigs remain the beefy choice with Tough (6). Curiously, these chariots also have quite a few Impact hits between their native hits as well as the crew carrying lances. Combined with their 4+ quality they'll probably be the easiest choice for a melee tank.
  • Harvester: Another roving tank, carrying an entire whirlwind of AP(1) attacks. As this is their only weapon, it means that this tank is tailor-made for ripping through walls of infantry and cavalry blocks. With Tough(6) and a 2+ defense, they'll be able to ignore some of your enemies while ripping the enemy apart.

Artillery[]

  • Bolt Thrower: The static bolt thrower comes with AP(2) Deadly(3), a mighty combination that can nail most monsters and chariots pretty easily.
  • Volley Gun: A static piece of Artillery made to destroy mobs. with 12 shots it can run through a lot, but its range is unfortunately a bit lacking. If you plan on taking it anywhere besides the front lines, you'd best bring an Engineer to boost it around and guarantee some hits.
  • Howitzer: Another piece of Artillery, made for large blasts. With AP(1) and a massive range, it can be made to thin out whatever herds of infantry and cavalry it targets.
  • Hot Pot Artillery: Like the howitzer, this giant pot carries Blast(6) so it prefers to hit mobs. While it has AP(2) to rip through armor more easily, its range is drastically pared down - while still able to hit from pretty far up the board, it might not be the best in large boards.
  • Rocket Artillery: This takes the shorter range of the hot pot and reduces the Blast size to 3, letting it be better used on elite units. Fortunately, it also hits three times, allowing it to potentially blow up those mini-monsters and heavy cavalry.

List Building & Tactics[]

General Advice[]

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Tactics[]

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See Also[]

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