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Kings of War/Tactics/Empire of Dust
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==Tactics== Tomb Kings- I mean, Empire of Dust is a very, very slow army. It has limited access to flying and the cavalry is generally best as a supplement to your blocks of bones. Even the dwarfs and their abyssal cousins are faster, because of their ability to actually march, as well as better and more core cavalry. This is compensated by very easy access to surge, as well as a cheap unit upgrade that makes for even stronger clutch surges. Empire of Dust also struggles with many basic units being slightly overcosted, with very few army choices being efficient for their points cost. That does not mean that the army is bad, but that you'll need to get the most out of units, and one of the greatest losses EoD can have is losing a block of infantry or a monster to shooting without gaining any real value from it. Because of this, the primary power of Empire of Dust is shooty-charging. Instead of charging the enemy unit in your face, instead walk up close, then shoot the unit to pieces with Enslaved Guardian Archers, Balefire Catapults, or spells, and end the shooting phase by surging your combat unit in for a softened target. With this method, you can take out units that outskill yours in combat much more easily. EoD also is heavily designed around Hammer-and-Anvil attacks, defending with mummy or skeleton hordes, then charging flanks or rears with bone dragons, worm riders, Behemoths, giants, or whatever else. EoD is a reactive army, and needs to be played like one. Charging up the field or maneuvering aggressively will probably result in you getting picked to pieces. Position your armies so that your shooting units have clear firing lines, something helped by placing blocks of height 0 scarabs in front of your archers or crossbowmen, and height 1 mummies in front of your height 2 Enslaved Guardian Archers. Speaking of Enslaved Guardian Archers, EGA are one of your strongest army choices. without support a unit of 3 can pick off small flankers and hurt annoying fliers, and a horde of 6 can wipe out whole hordes of cavalry on their own. In addition, Mummies are hands-down the strongest and most durable unit in KoW, for the price. A block of them can take practically any charge, and survive, and even have a decent chance of surviving multicharges. Nest is your Cursed High Priest, who surges your blocks where they need to go. There is essentially no army list that wouldn't be made better without a CHP, who can be customized in a number of ways, either taking heal (In addition to surge, NEVER replace surge with heal) to keep your units healthy, or adding in a breath attack to help deal with enemies who've gotten to close. Taking all three is an excellent base for any army, but alone they can't win a battle, as both of them lack the number of attacks to threaten large hordes and aren't maneuverable enough to deal with pesky fliers or irritating nimble cavalry. It's up to you how to fill out your army from there, either with a flying Pharaoh for a highly mobile command threat, or a block of chariots or worm riders to flank charge and act as hammer units. A bone giant makes an excellent distraction, as well as a hard-hitting monster if it somehow survives, and various war engines such as Balefire Catapults or the Soul Snare make for good additions to your shooting lineup, and the Monolith is great for boosting your spellcasters if you've invested enough points into them. [[Category:Kings of War/Tactics]]
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