something back to topic
[qb]Tramplers
Units with the Trample ability require a certain amount of finesse. A good group of tramplers can absolutely trash an enemy formation - but should those same tramplers rout they will trash your own forces as they flee! A common mistake after seeing this behavior (and probably losing most of an army and some commanders) is to put tramplers off on the side of a battle field so that if they flee they will be able to move away without crushing any friendly units. But this is foolish given that fighting almost always gravitates to the center of the battlefield.
The trick to using trample units is to just make sure that they don't break. The most effective way to do this is to manipulate their group morale by adding many high morale units to their group. This will insure that they stay in the fight even when they start getting wounded and killed. Of course you will also want your priests on hand casting SoC and Fanaticism.
[\qb]
you could add that 2 of the best tramplers are undead , behemoths + carrion beast tramplers .
they don't need any backup and can never rout because of morale 50 .
iirc in an older thread was found out that a 3:1 ratio of morale boost troops / trampler is enough as long as the boost troops aren't damaged severely too .
if you have long range bows who will hit an enemy in the first round of combat ( mans longbowmen e.g. or ulmish arlabests ) you can mix them into the tramplers and give them no battle orders .
the tramplers are then set by default to attack closest and the archers to fire closest .
as long as the archers suffer no casualities even if all tramplers get slaughtered they don't rout .
independent archers are always set to fire closest : so put a few high prot high morale troops with hold orders before the archer/trampler group . they will catch all indy missile fire .
since indy fliers are so uncommon these battle order can defeat 95% of indeps with almost no casualities .