View Full Version : CHALLENGE: 500pt list from only the Battlion Box JakeHunter52 March 4th, 2008, 02:07 Ok, so the GW I go to is going to start up a WF league but how it is going to run is that at the beginning of the month (April) it will solely be battles at 500pts using ONLY the units from the battlion box and character(s). However, I am having quite a difficult time trying to come up with a list. Some ideas I have already have are:
- Warrior priests are out since their prayers will always be dispelled
- Cannons are dangerous because if you misfire there goes a 1/5 of your points
- The low number of statetroops makes it a difficult decision on how to run them
So if you guys could post comments and vote in the poll to give me ideas, that would be great. Thanks! Phoenix March 4th, 2008, 02:44 If you want, just pop in a request and try us, Id like to give this a go, though unfortunately i dint actually have the Empire army book. One of us should though no doubt.
http://www.librarium-online.com/forums/general-hobby-discussion/114255-librarium-online-army-builder.html
:) devilfluff March 4th, 2008, 06:06 Definitely the knights.
There are not enough state troops to make a good anvil unit.
I'd try something like this:
hero:
captain- barded warhorse- full plate & shield- sword of justice- 94pts.
core:
7 knights w/ lances & shields- musician- 169pts.
10 swordsmen- 60pts.
10 handgunners- 80pts.
special:
5 pistoleers- musician- 97pts.
total- 500pts.
Put the captain in with the knights. Try to use the pistoleers to bait units into flank charges from your knights. Keep the handgunners shooting, and use the swordsmen as a guard for the gunners.
Heck, it might even work ;) JakeHunter52 March 4th, 2008, 21:26 hero:
captain- barded warhorse- full plate & shield- sword of justice- 94pts.
core:
7 knights w/ lances & shields- musician- 169pts.
10 swordsmen- 60pts.
10 handgunners- 80pts.
special:
5 pistoleers- musician- 97pts.
Heck, it might even work ;)
You know what, I think that this is a pretty good list from the looks of things. I might want to switch out the sword of justice for maybe a sword of striking but I think I am going to do some "TheoryHammer" before I come to a decision. Actually, if you could tell me why you picked sword of justice as opposed to something else, that would be greatly appreciated. I actually thought of possibly upgrading the knights to inner circle and then giving the captain a sword of fate so all would have to do is charge the unit the opponent's character is and then hopefully the sword will slay him, giving me a chunk of vp and possibly winning the combat by a lot if things go good for me.
However, I think I might come up with a super shooty list using the great cannon and a master engineer which when figured out statistically will only misfire ~3% of the time (and yeah yeah, stats mean nothing in a game based on random values but hey, what else can you base it on?) devilfluff March 4th, 2008, 22:24 Honestly I took the sword of justice for 2 reasons.
1- It was the exact # of points remaining, and I hate leaving points on the table.
2- Re-rolling wounds means you've got a better chance to force save rolls on higher toughness opponents.
I couldn't figure out a way to keep a magic weapon and fit in the artillery. Course it was right before bed, so my thinking may have been a little fuzzy.
I guess you could drop to 5 knights, then adjust the gunners to a 5 man detachment, and drop the SoJ for a less costly sword to fit in a mortar or cannon. That's a lot to sacrifice IMO. JakeHunter52 March 4th, 2008, 22:54 Actually if I took the great cannon, I don't think I would take knights at all. I think it would be solely handgunners, cannon, outriders (I would upgrade them since I could have the points) and my swordsmen to protect the line. But once again, I will get back to you on that on thursday (I don't have internet at my place yet and I have to use the library's). devilfluff March 10th, 2008, 18:49 Any update?
What list did you end up playing? JakeHunter52 March 10th, 2008, 21:59 So, actually the league doesn't start up until April but I am going to be playing this guy on Tuesday to try out this list:
hero:
captain- barded warhorse- full plate & shield- lance- Sword of Striking- 93pts.
core:
7 knights w/ lances & shields- musician- 169pts.
10 swordsmen- 60pts.
10 handgunners- 80pts.
special:
5 pistoleers- musician- 97pts.
I want to go with this because if he is going to be w/ knights then he is going to be charging most of the time and I can really take advantage of that w/ a lance at str 6 rather than a sword that will reroll failed to wounds at str 4. But really it was a hard decision on which magical sword though, because they all have their uses but I went for the one which will help out the best in most situations. But yeah, I will post how the list fairs on wednesday. JakeHunter52 March 14th, 2008, 02:09 Ok, so yesterday I got to play a Bretonian player and had something like a unit of 6 Errant Knights, two units 10 of Men at Arms, a Paladian BSB and mounted Enchantress. He took lore of Beasts and got Crow's Feast and he bolt thrower one. I knew that his knights errant pretty much have to charge if there is a unit is in range, so I thought that I would move my swordsmen forward, have them get charged and flee and counter w/ my knights and pistolers. But I move my knights forward as well and I didn't know that they could pick which one they wanted to charge so they trampled over my knights and continued onto my handgunners who were slaughtered. My other units were dominated in the magic phase and there was only one combat I won (my pistoliers charging the men at arms) so yeah, real lame battle.
Personally, I don't think that the list is bad, I could of played it alot better if I had the pistoliers come around behind them (there was a piece of terrain which blocked a flank of them but would protect me from the enchantress which I could then blast w/ pistols) instead of setting up for the counter charge. Also, because I chose to accept the charge w/ my knights was a big reason why I lost, if I chose to flee them they probably would of ran away and made it without running off the board, meaning I wouldn't have lost half my points (even though I killed more of his units than he to me). So lesson learned.
But I also realize that magic can be very powerful at this point level so I came up w/ this:
Hero
Battle Wizard- 140pts
lvl2, Wizard Staff, Doom Fire Ring
Core
Handgunners (10)- 140pts
Two Detachments of (5) Swordsmen
Knights (5)- 123pts
Musician
Special
Pistoliers (5)- 97pts
Musician
Total: 500pts, 4 Power Dice, 3 Dispel Dice
I think it can be good. arishnakoger March 14th, 2008, 07:24 remember to take lore of fire too. Even moderately light shooting can wreak havoc at small points levels, especially when combined with the panic effect of the screaming skull spell (I think that's what it's called). JakeHunter52 March 17th, 2008, 23:09 Yeah, I was thinking that Lore of Fire would be a good one to take since that has alot of spells that can dominate w/ so few troops at that point level. What about lore of Metal, overall I think that it can be a real ace for heavy armor or hard hitting troops. Actually, I guess I just need to look at the battalion boxes and see what they have (suprisingly, everyone is doing something different except two staff who are doubling up on VC and all we are missing now are Dwarfs, Orcs and Tomb Kings). Rifleman270 March 18th, 2008, 22:19 got a question, do you wan to win even though it might be chessey? JakeHunter52 March 18th, 2008, 23:37 got a question, do you wan to win even though it might be chessey?
Hey dude, if you want to say something, be straight with it. And personally, I don't play like that. For 40k, I solely play the Inquistion, mostly Daemon Hunters which if you have any experience with are by far the most underpowered codex and it is on my ability to use that army and use effective tactics that I earn my wins, not OP loopholes.
I will say though, the thought in my mind did occur to me that this army might be a bit OP but then I took another look at it and I realized that it still has major flaws that could easily be taken advantage of. For exampe:
- Magic. Sure, I got alot of it but remember, it is borne out the winds of chaos and thus is really random. And if I go against dwarfs or any other (anti)magic heavy then I certainly have lost a big edge.
- I need the enemy to come to me to be the most effective. My whole strategy is for them to come and charge my hangunners since they are the only immobile unit I have. Sure, my pistolier and knights can go out their into the fray but they are minimum unit sizes and thus can get routed/destroyed real easily if I am not extremely careful. And if I face a shooty army of any kind, then I really am going to be in a tough spot since my swordsmen are worthless, my Doomfire ring won't be in range and thus useless and most other shooty stuff is going to be shoting better than me.
I am totally with you in that there are some things that are totally broke and manipulation of rules(like facing Bloodthirsters the opposite direction so they don't frenzy charge into X or High Elves taking a Dragon at 500pts. Yeah, it is possible and you get have few points to spare too.) Really dude, if you are implying that I am being cheezy, then reexamine some things becasue you might have forgotten the difference between a strong list and a broke one. Rifleman270 March 19th, 2008, 00:48 well i didnt see with on the batalion box, but if u want to buy 1 box of handgunners, that would greatly increase your power, wat im getting at here is, build a semi gunline if you just want to win, and not make friends. JakeHunter52 March 19th, 2008, 21:01 well i didnt see with on the batalion box, but if u want to buy 1 box of handgunners, that would greatly increase your power, wat im getting at here is, build a semi gunline if you just want to win, and not make friends.
Sorry about the harsh reaction dude, I guess I am just tired down from having to always face opponents that have many more advantages than I do and I want to be know for playing fair and winning of my own talent.
As far as adding another box of handgunners, I actually cant do that. I can only use what comes out of the battalion box, both units and numbers. So I can't be having more than 10 swordsgunners, 10 handgunners, 8 knights, 5 pistoliers and 1 cannon. So yeah, but I actually got a chance to play this yesterday and I got stomped but it was good because I realized what handgunners are good for (shooting saurus, not skinks) and to play to my strengths (charge skinks, not shoot them). Thanks for the feedback. | |