If you can get Gallowglasses to stay in battle, I've seen their effectiveness up there with JHI and GK. Though... they need to have atleast +3v to keep on the fight meaning they get +3/+3 to A/D with the +6 morale.
If you can get Gallowglasses to stay in battle, I've seen their effectiveness up there with JHI and GK. Though... they need to have atleast +3v to keep on the fight meaning they get +3/+3 to A/D with the +6 morale.
Fighting isn't about winning, it's about depriving your enemy of all options except to lose.
"Hi, Billy Mays Here!" 1958-2009
In my English campaign, I have been producing gallowglasses ever since I could. i particuarly like the speed of them and have found them useful against eastern armies who need a bit of pinning down. Their morale and fighting ability means they can operate indepentantly and I have used them for clearing woods etc. In hindsight, perhaps I should have popped a couple in the perfect stack, but I was looking for a more traditional feel to the army - but out east and in the desert - wouldn't be without them.![]()
"Some people say MTW is a matter of life or death - but you have to realise it is more important than that"
With apologies to Bill Shankly
My first balloon- for "On this day in History"
I love Gallowglasses. In my online games in Viking era I usually play as the Irish, with a bunch of Bonnachts, Kerns, some cavalry and gallowglasses.
The Kerns receive a charge, the Bonnachts which are directly behind use their javelins and run in to pin the opponent. My cavalry and Gallowglasses take on any opposing cavalry if they are on the flanks before running in to hit the opponent's infantry from behind.
I always find it comical to see heavily armoured Vikings running from what are effectively angry farmers armed with pitchforks and pointy sticks.
The more you look at Gallowglasses the more you can see that they are a very good unit.
There stats before any bonuses.
Gallowglasses.
Charge 8 Attack 5 Defence 0 Armour 2 Morale 0
Now add the valour bonus for Ireland
Charge 8 Attack 6 Defence 1 Armour 2 Morale 2
Plus a master armorer
Charge 8 Attack 5 Defence 4 Armour 5 Morale 2
Plus morale for religous building.
Charge 8 Attack 5 Defence 4 Armour 2 Morale 8
Towards the end of a game they can become very scary!
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