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Ok i was thinking of lots of troops to go with my caracters with hlr for cover so here it goes.
captain of the empire 64
full plate armor
Lv2 battle wizard 100
total : 164
24 swordsman 169 (captain goes here)
24 swordsman 169 (wizard goes here)
25 spearmen 125
11 handgunners 113
lots of troops add a big punch:shifty: plz comment tell em what you think and what i should change and thanks for reading.
certainly you have the troops to likely far outnumber your opponent, however i think you have 2 weaknesses in the list... you really have nothing to deal with those annoying skirmishing troops (lizardmen skinks, wood elf glad guard) which will just run circles around the blocks but never engage.. at long range the handgunners will only be hitting on 6s and you'll have a REAL hard time getting rid of them... The other thing id watch out for is high toughness or high armor save units like bretonian knights... even the halbrediers will have a hard time dealing with something with a 2+ armor save....
a cannon could help deal with those powerful targets, and a mortar could really help you deal with those annoying skirmishers and you'd have like 35 points left over...if you also drop the 2 units down to 20 each, you'd have 82 points left over... which is enough for a dispel scroll and the sword of Sigismund with a few points left over....
Alternatively you could remove the spearmen and the few extra models and throw in a unit of knights which with their high strength on a charge could help deal with those stronger models, and with their speed could hopefully catch skirmishers which are bothering you
Even if you dont do either of these, definitely find the points to give that last spearman regiment a full command, its DEFINITELY worth it (especially that standard bearer as youre really going for combat resolution with these guys)
like mentioned above
your army only stands a chance IF it engages into close combat.
the only thing you have for ranged are 11 handgunners and 1! wizard
i personally love artillery and empire has one of the most elaborate artillery options known in warhammer fantasy so pick one :p
OR invest in some more handgunners all tho (like mentioned above) if you have a very shooty opponent who sits on his ass on the other side of the table *cough* stupid dwarves *cough* you'll be shred to pieces :/ cause your handgunners hit on 6's.
i'm a big fan of all foot troop armies but you need some more hitting power before your cc troops make it into combat.
um thanks alot for the replys but at my gw most of the fantasy players use goblins ecept for one tomg king player so would my list do well against those kinds of oppoents?
I'd look at getting rid of the battlewizard.
You will have 4 PD and your opponent will have 2DD at the minumum. Chances of you getting a spell off are fairly slim.
Invest in a unit of pistoliers as they will give you a way of dealing with warmachines, both gobbos and TK have access to then, they are also excellent flankers.
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