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grimmtu
May 4th, 2008, 00:49
Well, I'm a 40k player, thinking about getting into fantasy.

I am still undecided as to what I want to play, although it's pretty much a toss up between Bretonnia and Empire right now. I want something that's going to look and play like a traditional medieval army. I'll most likely go with Bretonnia, although like I said, I'm still learning the game. I just got the 7th edition rulebook.

This is my initial attempt to make a list, it's probably horrible and looks more like a 40k army, but it's a learning process. I figure I'd start with 2,000 points as that seems like the normal army size. Fluffwise, my army will be renown orc and goblin fighters.


Lords & Heroes

Bretonnian Lord - 259
Bretonnian Warhorse, Grail Vow, Silver Lance of the Blessed, Cuirass of Fortune, Orcbane Shield

Paladin (Battle Standard Bearer) – 80
Bretonnian Warhorse, Shield, Lance

Paladin - 134
Bretonnian Warhorse, Questing Vow, Shield, Sword of the Quest

Rare

8 Grail Knights - 334
Musician, Standard Bearer
(forms 3x3 unit w/ Lord)

Field Trebuchet - 100
Yeomen Craftsman

Core

8 Knights of the Realm - 200
Musician
(forms 3x3 unit w/ Battle Standard Bearer)

9 Knights of the Realm – 240
Musician, Standard Bearer

12 Men-at-Arms – 75
Spears, Musician, Standard Bearer

12 Men-at-Arms – 75
Spears, Musician, Standard Bearer

12 Peasant Bowmen – 72

10 Peasant Bowmen – 60

10 Peasant Bowmen – 60

10 Peasant Bowmen - 60

Special

8 Questing Knights - 251
Musician, Standard Bearer
(form 3x3 unit w/ Questing Paladin)

Total - 2000

Phoenix
May 4th, 2008, 02:25
Overall, not too bad :)

You could do with a Damsel for some magic defence, giver her the Chalice and a Scroll, and have her in the middle of the Grail unit.

Drop the 9 Realms for 9 Errants with FC and the magic Errantry banner.

Men at Arms need to be in units of 20-25 really. Dont bother with Spears, keep them cheap. Have 2 units of 20 with banner and music.

Make the 12 Bowmen into Skirmishers, and drop one unit of 10(just to free up a few points i think youll need) Give the Skirming bowmen music, and possibly braziers too (fire good against trolls as well as trees :))

grimmtu
May 4th, 2008, 05:29
Thanks for the advice.

It seems to me, looking at lists and discussion on this forum that many people only take wizards for their dispel powers. As a result, I'm not too worried about magic. Furthermore, as I said, I'm looking for a traditional medieval type army, so I'd like to avoid using spells if possible (it's more realistic, for what it's worth). Is counter magic really needed, that is, is magic a game breaker? If not, I'd prefer to go without.

What does FC mean?

Spear upgrades on the Men-at-Arms are free, but are halberds better? I could combine both squads into one squad to get a 24 man squad. I mostly want them to be a tarpit to slow down anybody trying to get to my archers.

Switching out the 9 KotR for 9 Knights Errant leaves with with just enough to turn the 12 man Bowman squad into Skirmishers with a brazier.

How does that look?

Phoenix
May 4th, 2008, 12:41
Thanks for the advice.
No Prob

It seems to me, looking at lists and discussion on this forum that many people only take wizards for their dispel powers. As a result, I'm not too worried about magic. Furthermore, as I said, I'm looking for a traditional medieval type army, so I'd like to avoid using spells if possible (it's more realistic, for what it's worth). Is counter magic really needed, that is, is magic a game breaker? If not, I'd prefer to go without.
Magic can be a game breaker, but only if the enemy army depends on it. No magic defense should e fine generally i think, just watch out for Slann, Chaos Daemons, Tzeentch and Tomb Kings... and Vampires.

What does FC mean?
Full Command. Essentially Champion, Standard and Music for a unit. Although in some cases one or more of these may be unavailable to a unit, or already come for free (Like Bret Champs) Therefore FC will just be 'add what you can'

Spear upgrades on the Men-at-Arms are free, but are halberds better? I could combine both squads into one squad to get a 24 man squad. I mostly want them to be a tarpit to slow down anybody trying to get to my archers.
'Oh oh, for some reason i thought it cost points, just didnt think. The extra Halberd Str can be nice, but if you want them in that role then spears should be fine.

Switching out the 9 KotR for 9 Knights Errant leaves with with just enough to turn the 12 man Bowman squad into Skirmishers with a brazier.
Awesome :)

How does that look?
Good :)

Possibly forgo the Grail and Questing Lances, and have them in units of 5 + Character, in one rank. Then you should be able to afford another Lance of 9 Realms I think. But this last bit is up to you...

Will954
May 12th, 2008, 18:39
Thanks for the advice.
No Prob

It seems to me, looking at lists and discussion on this forum that many people only take wizards for their dispel powers. As a result, I'm not too worried about magic. Furthermore, as I said, I'm looking for a traditional medieval type army, so I'd like to avoid using spells if possible (it's more realistic, for what it's worth). Is counter magic really needed, that is, is magic a game breaker? If not, I'd prefer to go without.
Magic can be a game breaker, but only if the enemy army depends on it. No magic defense should e fine generally i think, just watch out for Slann, Chaos Daemons, Tzeentch and Tomb Kings... and Vampires.

I think you have to get a feel for the players at whatever location you play at if you see lots of magic or not. ut as a general rule one lvl 1 Damsel with a DS or Chalice can be pretty cheap and very useful. At 2K you chances of seeing magic are pretty good, abd even just to dispell remains-in-play casts are nice.

tyurtddr
May 26th, 2008, 22:58
switch the orcbane for an enchanted shield, 1+ save is usefull. drop the lance on the BSB and the yeoman craftsman and you can get 2 more skirmishing bowmen.

Phoenix
May 27th, 2008, 02:47
Ahh yes, just noticed that having had it pointed out. A BSB cannot have any mundane gear, so his Lance and Shield have to go.