Keil

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david53
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Keil

Post by david53 »

Hi There

Just wondering from those that have used Keil's would having them in two coloums instead of three coloums work ie two files of 7 bases with HW in the third rank)

regards
kevinj
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Re: Keil

Post by kevinj »

From what I've seen of Keil based armies they tend to suffer from a lack of width, which this would not help.
david53
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Re: Keil

Post by david53 »

kevinj wrote:From what I've seen of Keil based armies they tend to suffer from a lack of width, which this would not help.
Thought this was the case but even adding an extra file would'nt give you that much more width.
regards
Dave
kevinj
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Re: Keil

Post by kevinj »

If you're 3 wide you count as 9 bases for the purposes of taking tests (e.g. from shooting), whereas if you're 2 wide you'll only count as 6. I can't see what benefit you get from the extra depth.
viperofmilan
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Re: Keil

Post by viperofmilan »

I run Italian States from T&T (I know, I know) and always try to run my keils as 16-base units. Deploy 4 x 4 as long as possible to minimize effects of fire (my average boys always seem to fail tests). Since keils can ignore the 2" pin zone of other BGs, you can contract at the last moment when you get in real close. Sometimes it works and I win, and sometimes it doesn't and I lose. Either way. looks really impressive in 25mm!

Kevin
david53
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Re: Keil

Post by david53 »

viperofmilan wrote:I run Italian States from T&T (I know, I know) and always try to run my keils as 16-base units. Deploy 4 x 4 as long as possible to minimize effects of fire (my average boys always seem to fail tests). Since keils can ignore the 2" pin zone of other BGs, you can contract at the last moment when you get in real close. Sometimes it works and I win, and sometimes it doesn't and I lose. Either way. looks really impressive in 25mm!

Kevin
did'nt know about not counting the pin zone something elese I've missed.

regards

dave
grahambriggs
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Re: Keil

Post by grahambriggs »

The downside of going 2 wide is the morale tests as others have said. Also, if you happen to arrive at the enemy 7 deep, you'll only get 4 dice. It'll still cut through the enemy, but will take longer. The enemy will often have a GC and rear support to hold you up as long as possible so you'll often have to kill them on base losses. You really need the kiel to fight again after they've broken through so the delay could be a big factor. So I prefer to start three wide and contract to 2 if I've lost a few bases.
david53
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Re: Keil

Post by david53 »

thanks for that
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