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!
So I have pretty much finished my first Empire army and I am looking at what I can add to it to make it a completely different list. I don't have the exact list in front of me but I think you will get the jist from looking at the list bellow...
4 Engineers with Hochland and Pigeons
3x10 Handgunners: Marksmen with Hohcland
(the knights are basically there because that's what I have finished to put on the table. Suggestions on better units are appreciated)
(or any combo of the above)
The reason I am putting this together is there have been sooooo many armies with 13+ casting dice, powerfull characters, large monsters, special chars, etc creeping into sceene around here. Others are combating this with 8-10 dispell dice, powerfull magic items and other means. I like this approach because it is fairly different. Most people consider an engineer a glorified unit champ NOT a character, it has 2 power and dispell dice, and 0 magic items!
Comments and sugestions are appreciated.
I think you should really consider having a bare-bones general of the empire in the center of your line or maybe with some knights. Without that leadership, your army will have a tough time, especially with fear-causing armies and terror-causing fliers amongst your line. You can even give him the dragon bow for some firepower. Why not a unit of outriders with an outirder champion with the hochland--he is BS5, highest BS able to get a hochland. I'd drop the mortar for this unit, they are way more reliable. If your write up a more specific list with pts and whatnot I'd be glad to take more of a look at it.
I looked at the Outrider with Hochland but the cost to upgrade an outrider to a Champion and then to get the Hochland is almost that of an enitre unit of handgunners. This is probably something I will play around with. But your right about replacing the mortar as they would have the same affect with the number of shots they can put out. What do you think about dropping the unit of 10 knights to 5 and keeping the mortar? It should roughly be about the same points.
I was worried abuot the leadership too but a Hochland line up, IMO, is fighting dirty. And because of that I thought it somewhat less so if I stuck to another engineer because it gives the army an odviosu and major weakness. I am not opposed to doing it especially if I loose enough games with this list due to terror causers. Honestly I am hoping to wipe the table clean of these guys turns 1/2 to minimize this being a problem. 5 cannons should help me achieve that but I must admit a huge lack of experinece with guessing ranges.
Yeah, drop the knights down to 5 or 6, there's no reason to have more than 6 knights in a unit. Try it out, but I think you are going to want that 9 LD in there, he's cheap and give him a dragon bow and hes pretty much as shooty as an engineer. I would re-think the mortar in favor of outriders or pistoliers, but try em both out I'd say--see what you like. As far as guessing ranges goes, you will get the hang of it quickly. As long as I don't misfire, I almost never miss a shot. Just guess about 8 inches less than the target is from your cannon, thats the best way to give you the best chance of hitting ur target.