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Ok, so a mate and I have been toying with this list for a GT. I was thinking if I got through the heats with my Lizzies i'd then take this Empire army to the final to do over the High Elves that will definatley be there.
This is an impact army. From turn 1 the Hochlands will target enemy wizard heroes. 2 turns to kill a hero. The 4 wizards make for a dominating magic phase, but if I come up against an army with Slaans, for example, there's enough magic defense to count out the enemy magic phase. The army will sit back and pound the enemy from range, using magic to take on skirmishers. Once the enemy gets to my lines the Steam Tanks hit them for all their worth with many impact hits. Against ambushers and the like, the general will be priority target to stop the horn being sounded.
Rod Of Power
Comments are welcome. Please keep in mind we are very experienced players, and while there is next to no combat potential, save for the unbreakable (T6, 10 Wound, 1+ armour Save, Terror Causing, Can't be hurt by spells that don't have a strength, impact hit giving) steam tanks, if the enemy gets into combat other than with the tanks, i'm doing something very very wrong.
Only problem I see is dice rolls. If you continually get atrocious spells or spell rolls then one of your greatest strengths is negated. And you know what that many artillery pieces love to do turn 1. MISIFRE
Amazing!! I wrote virtually the exact same army a few months back, again for the GT qualifiers.
I love the idea behind the army, and i was convinced it would be a solid choice for a GT.
Unfotunately, in practice i found it to be less than effective.
Turn one against any army with a strength 6+ ranged attack (bolt thrower, cannon, magic, hunting spear etc) the tanks were targeted, hit, wounded and due to the new steam points rules rendered two pieces of scenery by turn two.
The handgunners, although in great numbers, and taking their fair share of casualties were easily isolated by fast moving and/or heavily armoured enemy troops.
My experiance of the Hochland longrifle, it misses.....a lot.
The magic element did occasionally dominate the game, but more often than not self destructed, with too many dice and a higher ratio of spells leading to a greater frequency of miscasts. Also magic by design is unpredictable at best, and even the most potent attack can be nulified by the "scroll caddy" generation!
Cannons, sound choice, best artillery in the game.
Mortar, only ever bothers toughness 3 opponents with little armour, any other opponents virtually ignores its effects.
Although i agree with the fresh approach, after much play testing against a wide variety of opponents, i found the list to be unpredictable, lacking depth and mostly easy to defeat.
Saying all of that, however, i am a big fan of the different approach and have mysel tried all of the routes, all magic, all cavalry, all artillery, all infantry, but in the end my best results have come from a balanced force participating in every round of the game equally.
lol, thanks for the input. We play tested the army using various bits and bobs from other peoples armies and most of the time it did well. I will certainly agree with you that yes there is a lot of artillery dice that could go very . . . very wrong. The Luck Stone on the wizard lord is to try and avoid a huge miscast in the first couple of turns as, once again, lots of dice means lots of potential miscasts.
The only army i've seen beat it so far is the Lizardmen army i'm taking to Heat 3 as, like you said with your empire, it's just more rounded. The main temptation for taking the empire to the final would be that you'd see loads of new High Elf armies there. This army loves to kill the new High Elves. Always strike first eh? Won't help you against many S6 Impact hit! :party2: There's enough magic to negate another magic phase, and more shooting than an elf army can put out.
More that likely i'll stick to the Lizzies as I love um, but it's sourly tempting to use the Empire.
Hehe, we just seem to keep running in to each other
The things i might be worried about with the new high elves would be the bolt thrower shots crippling the tanks, their uber magic potential, and possibly the range of their archers.
I havent seen the new army list yet, do they have extended range or are they stuck with 24" bows?
To be honest the problem with str6+ armies is precisely the range, however if you deploy properly then this should not be too much of a problem. However when we play tested the army against a dwarf army with 60 crossbowmen and 2 grudgethrowers and 2 cannons and an orgun gun, they were trounced by too much choice.
Although you do have a very valid point that the army will het bogged down by a very fast army or one with very very large units who move quickly.
The local store gave a sneak peak at the Elf Book, and the range has stayed the same, and you only get 1 bolt thrower per rare choice. There's enough anti-magic to stop spells like Curse Of Arrow Attraction, as you KNOW it's going to cast, then i'd be fairly happy to face up a tank against a bolt thrower. Obviously, not being a total fool (edit: arguably), I wouldn't deploy the Steam Tanks opposite the Bolt Throwers with a big smile on their face.
If you've been to Warhammer world recently you'll also remember that the Forest sizes there are obscene. I could happily hide 40 skinks in one. So lots of terrain to hide tanks behind.
Well, from a gaming point of view, this army would be very dull to play against. You shoot, I advance, you shoot, I advance. Etc. I wouldn't want to play against it simply because I think it'd be a snoozer. :z
While i agree the army is probably very effective and would probably trounce my infantry-heavy dwarf and empire armies, it would also be rather dull to play against. Sort of defeats the purpose of the game. Apart from that, i can see any list with a few cannons having fun sniping your wizards every which way, and tomb kings would definitely ruin your day with their scorpions, not to mention tunneling units. Also, if there is as much terrain as you say in your store, any flyer or fast cav is going to have a field day with your static line. How does the list work against horde armies?
Oi! Get off me beard!