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lotrfan
June 2nd, 2009, 00:40
Glory to the Empire and Sigmar!!!!

Lords

Arch Lector - Warhorse w/ Barding, Sword of Righteous Steel, Heavy Armour,
Shield of the Gorgon, Sigil of Sigmar, Van Horstmann’s Speculum
(attached to Inner Circle Knights)

Heroes

Luthor Huss - Barded Warhorse, Warhammer, Warrior Priest, Cause Fear,
Fiery Demagogue, Blessings of Sigmar, Prayers of Sigmar,
Righteous Fury. (attached to Knights - 1st unit)


Empire Captain - Warhorse w/ Barding, Shield, Great Weapon, Armour of
Meteoric Iron, Icon of Magnus (attached to Knights - 2nd unit)

Battle Wizard - Level 2, Wizards Staff, Aldred's Casket of Sorcery,
Lore of Fire (attached to swordsmen - 1st unit)

Battle Wizard - Level 2, Ring of Volans, Rod of Power, Lore of Life
(attached to swordsmen - 2nd unit)

Core Units

2 units - 20 Swordsmen w/ Full Command
2 detachments - 5 Hand Gunners
1 detachment - 10 Swordsman
1 detachment - 5 Crossbowmen

1 unit - 20 Halberdiers w/ Full Command
1 detachment - 10 Swordsman

1 unit - 10 Hand Gunners w/ Marksmen & Hochland Long Rifle

1 unit - 10 Huntsmen

1 unit - 20 Flagellants w/ Prophet of Doom

2 units - 5 Knights w/ Full Command & War Banners

Special Units

2 Great Cannons

1 Mortar

1 unit - 5 Inner Circle Knights w/Full Command & Steel Standard

Rare Units

1 Hellblaster Volley Gun
_______


Total Points: 2997


With this list I am looking to field a well-rounded army in defence of the Empire, able to have my army hold their own on the field offensively and defensively. Offensively, I think my units are hard hitting (the Inner Circle Knights on the front, and the knightly orders from the flanks, as well as the units of swordsmen with their detachments in the offensive role. The battle wizards are meant for both roles (being stuck in with the swordsmen to use their strengths to the benefit of the whole army). The Halberdiers and Flagellants used to either flank units or to harass smaller units and generally make a nuisance of themselves. As for the Hand Gunners and Huntsmen for defensive and flanking smaller units and harrassing smaller units. The gunnery units are to be used for taking out "shooty units" that are out of range of the hanndgunners and huntsmen.
Therefore any suggestions and /or comments on improvements on my army list and its deployment are always appreciated.

Garratt-J
June 19th, 2009, 03:11
Sorry for my first post on here being criticism. First off I'm a huge, huge Empire fan and am in fact working on my own army.

I'll try and go through the army bit by bit and make suggestions etc.

I like the fact that you are only taking one Lord, very cool to see guys playing with more troops.

Arch Lector - Warhorse w/ Barding, Sword of Righteous Steel, Heavy Armour,
Shield of the Gorgon, Sigil of Sigmar, Van Horstmann’s Speculum
(attached to Inner Circle Knights)

*I love the Arch Lector, but I am a bit curious on what you are planning to do with this build, it's solid but lacks a certain amount of bunch if you aren't in a challenge. Here is my suggestion, it does pretty much the exact same thing, just in a different way.

Arch Lector (125) - Warhorse w/Barding, Sword of Striking, Van Horstmann's Speculum, Dawn Armour, Crimson Amulet, Shield.

It looks different but here me out. He is still good in challenge, still hitting most opponents on a 2+, but with the extra points I could get him some better toys. Still has the Speculum (a must in any army), but has lost the Sigil in place of the CA (which is good for all those annoying characteristic tests he might have to make, and still gives a 6+ Ward), the Dawn Armour with the a Barded Warhorse and Shield is gross. He now has a 1+ re-rollable armour save. Huge!
Luthor Huss - Barded Warhorse, Warhammer, Warrior Priest, Cause Fear,
Fiery Demagogue, Blessings of Sigmar, Prayers of Sigmar,
Righteous Fury. (attached to Knights - 1st unit)

*It's Huss... I love Huss.

Empire Captain - Warhorse w/ Barding, Shield, Great Weapon, Armour of
Meteoric Iron, Icon of Magnus (attached to Knights - 2nd unit)

*A) Now for something completely different. This build is wacky, I don't mean to be rude, but it's not sensible at all. You have a Shield when it isn't necessary and a Great Weapon, not only does it only give you +1 S in combat it can't be used with the shield.

Empire Captain - Battle Standard, Warhorse w/ Barding, Full Plate, Shield, Icon of Magnus, Sword of Might.

He's a bit cheaper and does the same thing as yours but strikes at initiative instead of last.

Battle Wizard - Level 2, Wizards Staff, Aldred's Casket of Sorcery,
Lore of Fire (attached to swordsmen - 1st unit)

*Hmmm try.

Battle Wizard - Level 2, Power Stone, Doomfire Ring.

and

Battle Wizard - Level 2, 2x Dispel Scrolls

Each one has a role, one is offensive, the other defensive you can choose spells accordingly.
2 units - 20 Swordsmen w/ Full Command
2 detachments - 5 Hand Gunners
1 detachment - 10 Swordsman
1 detachment - 5 Crossbowmen

*Solid not going to suggest any changes.

1 unit - 20 Halberdiers w/ Full Command
1 detachment - 10 Swordsman

*On the flank is a weird place for this unit. I would say stick them in the middle, or drop the number to 15 as well with the detachment all together and save some points for later.

1 unit - 10 Hand Gunners w/ Marksmen & Hochland Long Rifle

*Good choice.

1 unit - 10 Huntsmen

*Good choice.

1 unit - 20 Flagellants w/ Prophet of Doom

*Always fun. Maybe take 30.

2 units - 5 Knights w/ Full Command & War Banners
* Here is where things get interesting. First can only have one War Banner. Two if these are going to be harrassment units, drop the champion, and maybe even the banner. They won't be winning many fights but that's not their job. A better suggestion is 2x units of Pistoliers for a few points cheaper.

2x Pistoliers - 5x Pistoliers w/ Full Command & Outrider - Repeater Pistol
Or better yet drop one whole unit entirely and replace the other with a Pistolier unit.

Special Units

1x Great Cannons

*Save the points, you'll only need one.

1 Mortar

*Keep it.

1 unit - 5 Inner Circle Knights w/Full Command & Steel Standard

*This irks me. This will do nothing, well almost nothing when it hits. So do soemthing like this.

12x Inner Circle Knights w/ Full Command & Banner of the Daemon Slayer.

It is costly but oh so mean. Now put the Arch Lector, the Captain, and Huss in here and just watch as your opponent tries to avoid the unit or throws so much at it that your other units can pick apart his army. With two Warrior Priests you can effectively make the unit Unbreakable, have the Arch Lector re-rolling Saves w/ a possible 4+ Ward (or a Ward Save on the BSB), and Soulfiring if fighting Undead.

Rare Units

1 Hellblaster Volley Gun

*Keep it.
_______

I hope that helps, it's a lot of changes but it should help you win a few games.


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