Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hey all. Little background first. I played Empire a little back in the days of 3rd Ed and when I recently got back into WHFB I decided to start a Empire army after I finished my Brets (who are almost done). With that said, below is my rough list. I'm going for a themed army for an upcoming friendly 2250pt map campaign. Any and all help is appreciated.
2250 Crusader Empire List
Arch Lector of Sigmar (w/ IC Knights)
2 Handed Hammer
Armor of Meteoric Iron
Van Hosrtman's Speculum
Warrior Priest (w/ Flagellants)
Hammer of Judgement
Icon of Magnus
Warrior Priest (w/ Greatswords)
2 Handed Hammer
Warrior Priest (w/ Flagellants)
Rod of Power
Ring of Volans
Free Company Detachment
10 Free Company
Prophets of Morr (Flagellants)
Knights of Morr (count as Knights of the White Wolf (Inner Circle))
Banner of the Daemonslayer
Guardians of Morr (Greatswords)
The Gatekeepers (Greatswords)
Disciples of Morr (Flagellants)
Fiery Fusillade of Doom (Helstrom Rocket Battery) - 115
I tried to make it a mix of a Cult of Ulric list and a Cult of Sigmar list. Thanks guys!
If you win games against Nids with flamers (aside from the Inferno Cannon on a Hellhound), you're playing against opponents with stupidity of impressive magnitude.
Welcome to the ranks! I think that you will find your Empire army to be one of the most flexible and responsive armies out there, even with a themed list. And frankly, I think that the fact you are doing an all warrior priest army is amazing. They are pretty much the whole reason why I started doing Empire, their imagery (and their models too) are simply awe-some. So here are some technical flaws I saw:
-You can't have warrior priests w/ the flagellants (despite what the picture in the army book displays). They are Unbreakable and none unbreakable characters cannot join those units. It goes over this in the new FAQ if you want to get it off the GW website.
-You can't take the Rod of Power w/ a Warrior Priest. While they can cast bound spells and generate dispel dice, they are not a wizard and so cannot take arcane items. I saw what you were trying to do and it would of been good but oh well.
-You have to take knights (of any sort) at least 5 big. Generally I like to take about six (since you can get them all in to attack against a 5 wide unit) unless there is a character in it and then take them 5 big.
And the rest of this is simply my personal opinion:
-Switch the metoric iron and dawn armour. Reason is that you can't take advantage of the additional armour save your barded horse gives you w/ Meteoric but with dawn armour you can and even better it gives you an even better re-rollable save (especially if you give him a shield too)! Additionally, it makes the foot character alot more survivable because...well, you can't get that 1+ on foot normally.
-Haliberders w/ shields are generally a bad idea. Reason is that they are only going to be benefiting from it against shooting (because haliberds are two handed weapons) and really a better idea would be just to add more bodies. I like to use haliberders as detachments because they are cheap and they add some variety in my army (sometime it is really nice to have str 4 w/ the -1 to armour save). Generally state troops also aren't meant to give the opponent a kick in the pants but win through static combat res (three ranks, standard, outnumber) and at worst, keep them there until something like knights comes and slams them in the side.
-Rather than take the ring of volans (which is way to chancy for me), think about taking the doomfire ring. It gives you constant magic power and could allow some of your prayers to go off if your opponent wastes dispel on this.
-I know you like the Ulric but I strongly advice you to think otherwise since really order of the white wolf got really nerfed when great weapons became only +1 strength all the time for mounted units. And I really feel the purpose of knights are simply to slam into the side of a unit and take them out w/ high strength attacks.
-I don't feel like banner of the daemonslayer is worth it. Really, fear in this case isn't going to help you a whole lot since you are going to rarely outnumber and at best, they are going to hit you on sixes but you already have a +1 save and you should be killing a fair amount that attacks they get back shouldn't justify needing to spend the equivalent of two knights to that those need to hit on 6's.
Otherwise, I would just say beef up you flagellant units by 5 or so, take another unit of knights, think about maybe just one unit of flagellants (table space is at a premium for use empire) and you should be good. Play around with your list(s) and see how they work out man. Good luck to ya!
I agree with just about all that JakeHunter says. Here are a few errata he overlooked though
1) Nix the extra hand weapon on the WP with Hammer of Judgement. As he has a magic weapon he doesnt get an extra attack from it.
2) your detachments cannot have musicians, standards, or champions....
3) your xbowmen units (10 strong) should be 85 with musician, not 83 (same goes for the 7x xbow detachment but they cant have a musician so its moot)
And here are my advice
1) A 14 strong unit of greatswords wont last long. use the points from the unit to make your other unit bigger and add other models to your State troops unit and knight units.
2) Get a war altar for your Arch lector, it maximises his usefulness and gives you more magic.
3) Make the state troops swordsmen instead of halberdiers, they will last longer for same points.
Hope it helps
Oi! Get off me beard!