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A revised list for your consideration:
I wanted to come up with a list that uses fewer models and has the strongest units of the Empire, not to mention the most fun ones. I tried to make up for the lack of combat resolution by bolstering the units with characters and items.
Kurt Helborg- 325
Battle Wizard w/ Casket of Sorcery and Talisman of Protection- 164
Warrior Priest w/ Hammer of Judgement and Armour of Meteoric Iron- 140
Captain BSB on Barded Warhorse w/ FP Armour, Sword of Justice and VHS- 122
10 Reiksguard w/ Command and Standard of Arcane Warding- 300
6 White Wolves w/ Command and Banner of Valour- 231
27 Swordsmen w/ Command- 187
- Detachment of 10 Halberdiers- 50
- Detachment of 10 Crossbowmen- 80
2x 10 Handgunners w/ Musician and Marksman w/ Hochland Long Rifle- 216
7 IC Reiksguard w/ Command and Banner of the Daemonslayer: 272
5 Pisoliers w/ Musician and Outrider w/ Repeater Pistol- 114
Great Cannon- 100
2x Helblaster Volley Gun- 220
Whaddaya think? I like that there are more solid models and thus fewer models to paint. Plus, I am hoping to avoid fleeing and panic by bolstering each unit with a hero and/or a banner. I know I have a lot of points wrapped up but I really do like those knights.
Honey badger don't care.
I quite like this list - it's an interesting combination of units. What are your ideas for tactics?
With that number of handgunners and with your two Helblasters I would suggest playing defensively, but to get the best out of your knights you're going to have to be charging, which suggests a more aggressive style of play, especially with three units of knights!
I would probably play a defensively with this list, and use your ranged troops and infantry in the centre with your artillery to draw your opponents in (perhaps aided by the pistoliers), and then put your knights on the flanks to counter charge into the sides of your opponents armies. With the amount of ranged firepower you have here you should be able to do some serious damage to your opponents before they get into combat, but I would still be a bit worried by the lack of infantry if you were thinking of playing defensively. Your ranged troops have no hope in combat, and you have only one unit of infantry to hold your enemies in place whilst you prepare to counter charge with your knights. To this effect I would consider trading some ranged troops (or even one of your units of knights) for a bit more infantry - perhaps get some flagellants, as being unbreakable they can usually hold your opponents in place for long enough to get a flank charge in.
At the moment I think there's a risk that you could end up with essentially two armies on the battlefield - an offensive army consisting of your knights and pistoliers, and then a defensive army consisting of your war machines, your ranged units and the swordsmen. With this you could easily end up attacking your opponents in two waves, rather than having the components of your army working together. Also, as soon as your knights get into combat with your opponents units you will no longer be able to shoot at those units, so your definately going to have to give your ranged units chance to earn their points before charging with your knights, which could be difficult if your facing a fast army. A good tactic here if your facing an infantry army would be to get your knights on the flank into charge range just before your opponent moves his infantry into charge range of your ranged units. Here your opponent will have two choices - move closer to your ranged troops and get charged in the flank by your knights, or turn to face your knights in preparation for a charge. If the second option is chosen as long as your knights aren't going to get charged i would recommend not charging at first, but giving your ranged units another round of shooting before charging.
At the moment i'd suggest that using this army effectively could be difficult, but i'd like to hear your ideas on tactics before I comment further
Also, if you know what armies you're likely to be facing that would be great.
P.S. sorry about the random structure of my posts, I tend to just type whatever comes into my mind in whatever order it arrives
To be honest this will be one of the first times I've ever played a serious game at this point level. I understand that the knights are not chaos knights and have to be used carefully, and that Empire lists tend to have more infantry in them. I have a full unit of spears or halberds that I could be playing but foot units just don't feel like my style. So, instead I tried to make each of the knightly units as strong as possible to prevent Empire-style breakdown. My plan was to use the Wolves and Reiks as flankers, along with the pistoliers, but have the IC Reiks at the center of the lines like core. They are a pretty elite unit and hopefully they can even cause some damage while holding down enemy units. I think they will be a target too, which will draw the enemy to the center and allow me to flank.
So after the blabbing on, the point is: I only HOPE I know what I'm talking about. The best thing about this army is I already have everything I need, so I can go straight to playing. To the best of my knowledge I will be playing Orcs or maybe skaven. Not really sure though. If you had to change something to make the army more user-friendly, what would you do?
Honey badger don't care.
That's fair enough - I tend to play at 2000 - 2250, but with a fair amount of infantry so I can't say that I have a lot of experience with an army like this. Your battle plan seems pretty sound to me, but I would also suggest trying to work out how you will deploy your units. I had a go with pencil and paper myself and there were two things that struck me;
1. You could end up with quite a wide centre to your army, especially with the gunline handgunner units. This may mean that if your flanking units get held up you may not be able to bring support to your centre as quickly as you would like. You may well be able to remedy this by deploying carefully, so certainly give deployment a bit of thought before a battle.
2. Linked to this is the fact that in the centre you will have two close combat units, two ranged units and three war machines (not including detachments). This means that your close combat units are going to be fairly thinly spread in your centre, and again if your flanking units are held up then your going to have to protect your ranged units with only two close combat units.
My thoughts on these would be;
1. Like I said, careful deployment will be helpful here. As well as this, you could consider trading one of your handgunner units and a single swordsman (I think a total of 114 points) in for a unit of outriders on barded warhorses (115 points, I think) - this would narrow your lines up, if only very slightly, and what's more with outriders you will get either 5 shots at 1 less to hit on the dice than handgunners, or you can get 15 shots for the same required dice roll as the handgunners. This is coupled with superior movement and a 4+ armour save, though of course with only 5 models in a unit it makes each loss more significant.
2. As for the ratio of infantry to ranged units, with any luck the massed firepower combined with the odd spell or two will panic a good few units before your opponents get too close. However, if this is something you want to think about I would consider trading in your cannon (which I admit i'm fairly biased against, but other people seem to rate), the detachment of 10 crossbowmen and 2 swordsmen for a unit of 15 flagellants (which count as a core choice because of the warrior priest (I think)). This will boost your infantry somewhat, and not only that but I find the flagellants to be a pretty fun unit to use given their martyrdom special rules. Though they will be unlikely to survive sustained combat, the fact that they're unbreakable should be useful in holding up enemy units for a flank charge. Also, being frenzied they have to charge, so this means that against enemy infantry you're very likely to get the charge in before your opponent - with flails, and perhaps a couple of matyrs to get hate and other bonuses, you stand a good chance to win the first round of combat.
As for playing skaven or orcs, i'm afraid i'm yet to play either, so I can't really give any advice there
Like I said before, this is quite a different army list to the ones I tend to use, which usually consist of at least two wizards, at least three blocks of close combat infantry and at most two small units of knights. With that in mind I would be very interested in hearing how this army plays in battle
Hope this has been helpful