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So I usually do my very best to make my spear units very wide, so as many attacks can hit as possible. This also makes them a juicy target to soak up ranged attacks, which is fine by me.
Example scenarii:
_ Threaten a flank charge so that your opponent has to intercept you.
_ straight out good positionning. Place your regiment so that it would be too costly for your opponent to manoeuver around it.
_ Also in some scenario it’s ok to charge with tour spears (especially when flanking) since on the 2nd turn and onward you will still benefit from the bonus.
Hope this helped.
It's the diffrence between the hammer and the anvil. One unit is made to be chaff and stop the enemy, the other one is supposed to cut though them (though I do love using flying or cav units for the hammer part... mobility is key)
Yeah the hand weapon (swords) don't transfer over very well. Swords should get a higher defensive boost, but they don't as the parry part of the WFB isn't part of SOVL.
On paper, you should want to use sword units as offensive units, but the stats don't justify it. And unless they are elves they don't get the reroll's that makes them worthwhile.
And that is one of the many "flaws" that SOVL has compared to warhammer fantasy / old world.
It's made for ease of use, which makes a joke out of certain units (swords and shields, guns, half the art). While making others very powerful. (flying mounts, giants).
duel wielding weapons, usings two handed weapons, armor piercing... stuff like that isn't implemented which makes half the chaff useless.
I play Orc's (fantasy, old world and 40k), so not being able to field huge blob units with two weapons stands out to me.