We've seen the talk for quite some time. "I needed a breakthrough unit for this army, so I sprung the 378 points for High Elven Knights". So what exactly is a breakthrough unit? I'm sure everybody has their own definition and I'll give mine here. Simply put, a breakthrough unit is a unit that you expect to beat an opposing unit quickly so that it can cause a break in the opposing line. Forcing an early courage check is a key component here. An Example of an ideal breakthrough unit would be any type of Knight. (6) 6/8 on the charge plus an impact hit is going to bring the pain quickly. Components of a good breakthrough unit are:
- 6 or more attack dice. Or at least access to a 6th attack die through a dependable faction ability like Rune or Uruz or blessings from Umenzi spell casters.
- Quality attack dice. In general, something better than a stock 5/5 attack profile. Swarm of Rats has 8 attack dice, but those dice suck.
- An additional attack like Pila or Javelins
I break down breakthrough units into 3 categories:
-Heavy breakthrough units are mostly heavy cavalry, big monster units, or super heavy infantry units that can cause big damage immediately against almost any opponent.
-Light Breakthrough units are units that can breakthrough against average to below average units quickly and don't cost a ton of points themselves. Basically, guys that can quickly terminate a standard line unit worth less than 200 points.
-Situational Breakthrough units are units that need to be used in a special way to help achieve a breakthrough. Light cavalry are a good example of this.
One thing to keep in mind about a breakthrough unit is that it doesn't require a huge stat bar, high courage, or a good defensive stats to be effective. As long as those things are not so bad that an opponent can easily shred them on the way in with ranged fire. Bohan makes a great point in his Carthage tactics thread concerning this when he stated that he would always chose Libyan Foot over Hannibal's Elite because their attack stats are exactly the same even though Hannibal's Elite cost 70 points more. The Extra 70 points are spent on attributes that a breakthrough unit doesn't need, namely defensive stats and higher courage. The Libyan Foot will do the same thing as Hannibal's Elite for far fewer points!
Here's how I break them down by faction. Our opinions may vary and that's totally cool.
HawksholdHeavy Breakthrough - Knights, duh!
Light Breakthrough - None
Situational Breakthrough - Light Cavalry
UndeadHeavy Breakthrough - Death Knights
Light Breakthrough - None
Situational Breakthrough - Skeleton Cavalry
OrcsHeavy Breakthrough - Marauders. *Maybe* Axemen.
Light Breakthrough - None
Situational Breakthrough - Goblin Wolf Riders (One of the best for the points!)
RavenwoodHeavy Breakthrough - Centaurs (One of the best!), The Treant may be a candidate due to Spirit Guidence, but I normally don't view it in this role.
Light Breakthrough - None
Situational Breakthrough - Stag Cavalry
RunegardHeavy Breakthrough - Longbeards with a Rune
Light Breakthrough - Hammermen with a Rune
Situational Breakthrough - Antonians (One of the best!)
UmenziHeavy Breakthrough - Giant War Elephant (One of the best!), Chosen if blessed
Light Breakthrough - Berserkers
Situational Breakthrough - Javelineers
LizardmenHeavy Breakthrough - Triceratops Herd
Light Breakthrough - None
Situational Breakthrough - *Maybe* the Raptor Pack, but that's a stretch
High ElvesHeavy Breakthrough - Knights, *Maybe* Celestial Guard, but they still need help boosting the number of dice.
Light Breakthrough - None. Elder Blade Rangers could fit, but are very pricy for this role.
Situational Breakthrough - Chariots (One of the best!)
Monsters and MercenariesHeavy Breakthrough - Both Dragons, Hydra, *Maybe* the Hill Giant if you lavish lots of command actions on it.
Light Breakthrough - None
Situational Breakthrough - None
RomeHeavy Breakthrough - Extraordinarii, Veteran Principes. The Pila push them up into this category
Light Breakthrough - Principes, standard variety. Italian Swordsmen and Veteren Hastati at a stretch for very weak opponents.
Situational Breakthrough - None
CarthageHeavy Breakthrough - Hannibal's Elite, Libyan Foot, Elephants.
Light Breakthrough - Scutarii at a stretch for very weak opponents.
Situational Breakthrough - None
Dark ElvesHeavy Breakthrough - Dusk Lancers
Light Breakthrough - Lashmistress
Situational Breakthrough - Drake Riders, Lashmistress (yes, she fits both categories)
And to coninue a debate from another thread:
Forgetting the Triceratops Herd there Bohan?
Aside from The Herd (which is not always a sure thing, BTW) Bohan nails it. But I'd also like to point out that the Umenzi are in a similar position aside from investing 523 points in a Giant War Elephant and they do just fine.
I didn't forget about the Trike Herd, but their problem is the same as the T-Rex. They get shenaniganed pretty easily.
Umenzi have the Chosen (always good), the Berserkers, and the Javelineers against light troops for winning quickly.
Sure the Herd can be shenaniganed, but so can the Berserkers. The Chosen are great at breaking through, but you need to bless them repeatedly or they still only have 5 dice. And while Javelineers are great against light troops, you could argue the same for Trogs with Fury since they have a solid chance of triggering it on the charge against poor defensive stats. If they can get somebody into the yellow, then they can go bonkers and finish a light troop off swiftly.