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Example 1: Khorne
You have no access to reliable magic damage and your artillery recharges it's ammo while in melee. IMO you should be less focused on your own formation than disrupting the opponents and preventing their ranged units from getting shots off. Your units can do a lot of damage but can also take a lot and if you are not careful your best units may not make it to the fight.
Example 2: Vampire Counts
Your mages can do a lot of damage to massed opponents, you also have a number of units that offer area buffs/debuffs/ and even direct damage auras. Using cheap inexpensive melee units who's main point is to centralize the enemy attack in a concentrated area where your auras and spells can have the maximum effect can work surprisingly well.
Example 3: Greenskins
Here you have decent melee infantry but also passable artillery and some respectable spell-casters. You battle buff is triggered buy engaging as many units as possible in melee. This is where going wide and trying to envelop and overrun the enemy formation seems to work well.
This is less melee infantry but if you are using an army with a significant speed advantage and facing a tough fight it is more about baiting out the faster units that can catch you then splitting up their formation and dog-pilling on isolated units.
I was watching Total Tactics by Malleus Gaming
https://www.youtube.com/@MalleusGaming57
He shows some historic formation and deply it into warhammer. For me it was realy interesting and i start to use those formations to experiment by myself. When I was playing battles it was very schemating and quite cheesing. Now to enjoy myself again battles and looking for mor formation and triks to experiment. Static formation is intersting but now I want to try more some rush formations.
Your anser Is very helpful but I'm looking for somethink quite diffrent.
Ctrl+A > Right Click enemy > Occasionally use magic
This strategy works in in most matchups. If the enemy has a lot of ranged units, you might want to do the actual fighting in a forest. The same tactic is also incredibly effective for Vampire Counts.
Base source : Malleus Gaming
https://steamcommunity.com/sharedfiles/filedetails/?id=3155485614&fileuploadsuccess=1
Weapon/shield infantry (or heavy armor) is frontline as usual. Great weapons or dual weapons on the flanks, because you want them to be the ones who wrap around to chop the enemy frontline in the sides/back (though some of them will inevitably need to chase enemy ranged if you don't have cavalry/dogs).
Halberds/spears are the only melee infantry which shouldn't necessarily be part of the line - keep them in reserve behind the front line to respond to large stuff, whether that be by intercepting flankers or just wading into the part of the melee in the same place the enemy monster just charged in.
If the enemy doesn't have large stuff, treat your spears as bonus swords and halberds as bonus great weapons.
If you have cavalry and you just didn't mention it, those go far on the flanks, past the great weapons. Monstrous infantry go directly behind the frontline and charge in with them, big monsters should typically go wherever the fighting is thickest since they can reposition easily (but it's often best to keep them back if the enemy ranged is active, because they tend to be easy targets).
As has been mentioned, forests are very much your friend. Water is very much not your friend, unless your infantry have Aquatic or Strider. Position accordingly.
As has also been said, magic can be a big factor in deciding the larger melee fights. If you have ranged but it sucks (e.g. orcs, beastmen), use it to soften up large targets, or enemy ranged, or even enemy dual swords.
You can also stack your shockinf where you want to make your breakthrough to wrap around from there even if its the middle of your line - dont forget to charge with actual shock inf (usually 2handed sword/axe) before they make contact.
It may be advisable to have them a little further back to have more reaction time - or giving the enemy units in that section time to make contact with your lineholding inf first.
Also: set guardmode on those units you want absolutely not to chase after disengaging enemy units.
You also need to try and keep your army inside your leader morale buff zone.
So basically build a box around your lord, sprinkle in the mortis engines for aoe damage, and spam winds of death as the enemy army envelops your box.
With red line skills and research, your spear skeletons are pretty much unkillable with ridiculous defense and will hold the line forever against anything with perfect vigour. Add some damage dealers and you are fine. if you really want some ranged firepower, ally with a tomb king like Arkhan, and grab some skeleton archers, or sylvanian crossbows/gunners, but I feel like Vargheists are just better at this.
Lategame normally is Mannfred with a necros on cart and 18 terrorgheists reaping everything apart.
Forward deploy your un/gors into a forest near the enemy, pin the enemy in place for a well timed minotaur/boar wrecking ball, pick off the stragglers with hounds.
As far as ranged, if I go heavy on the ranged units I'll stack them in tiers behind the melee (obviously). However, most of the time I'll have a couple forward ahead of the melee to get a volley off before withdrawing them behind my melee layers.
I always stretch my army super wide across the field of battle but never so a single unit is stretched to one rank. This is especially true when I have a mostly (or all) melee army.
Lol... what.
In this game, there is exactly one thing you should NEVER do, which is to have all your units attack one target (during an open battle). Because this will cause your units to clump up, blocking each other, just asking for AOE spells getting dropped on them.
Instead, if you're so lazy you should just move your frontline forward. So you send them marching through the enemy frontlines. Units getting into melee on the way will just fight where they are.
In my experience there are two ways to normally do this well in this game.
-Pick one type of take all comers melee infantry and make that the core of your army supported by a few characters.
-Same type of melee infantry from the but about half of your army is full of faster units for flanking.
You absolutely can try to mix anti-infantry and anti-large infantry choices but I find that to be less effective on the campaign where things like unit replenishment matter. I would recommend more choosing a balanced or anti-infantry core supported by faster anti-large units.
Having halberds in reserve may sound great but realistically they are too slow to threaten most large units unless they are already stuck in combat and have already done significant damage. They will also be vulnerable to archer fire as they themselves are not engaged in combat.