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Next week im entering my first local tournament, and i wanted you guys to see what i came up with. Im pretty satisfied with the list myself, but you're welcome to comment and critique as much as you'd like (the more the better actually).
Be aware that the tournament runs some restrictions, of which i am bound, so fx I wont be able to go with both a Stank and a Walter
The mainidea with this list is to stand strong in as many phases as possible, having plenty shooting, enough defensive magic and both melee units who can deliver a punch in the enemies face, but also melee that can hold the enemy fixed for a few turns. Versatillity is my friend.
Arch Lector, shield, mounted + barding, heavy armour
w/ Holy Relic, Sword of Fate, Enhanced shield
Battle Wizard "A" (lvl 2 - Heavens), w/ 1x Dispel Scroll, Crystal Ball
Battle Wizard "B" (lvl 2 - Beasts), w/ Rod of Power, 1x Power Stone
Warrior Priest, two warhammers, w/ AoMI, Icon of Magus
20x Swordsmen, full command
9x Halberdiers, detachment
5x Archers, detachment
10x Handgunners, champion w/ Long Rifle
7x Knights, full command, warbanner
5x Knights, musician, champion
5x Pistoliers, musician
5x Outriders, musician, champion w/ Long Rifle
1x Steam Tank
Total: 2500 point
PowerDice: 6 (8 with Rod) Shots: 53
DispelDice: 7 (9 with Rod) Warmachines: 3
Bound spells: 3
Thanks for reading.
Last edited by Tashin; March 18th, 2010 at 17:56.
I think that's a pretty balanced and competitive list.
The only change I'd make is getting rid of one Hochland Long Rifle and replacing the Warrior Priest's Holy Relic with the Doomfire Ring (I'm growing increasingly fond of this, it's nasty little item that catches people by surprise). In all honesty that's just my personal preferences, what you have already is fine.
Again, good luck!
Its been a few months since I've played empire so I'm a bit rusty, but my initial reactions to the list are:
-Flagellants aren't rare (they're core) because of the WP.
-Enough magic to keep yourself safe and maybe get a few spells off.
-Lots of shooting, which is great, but I'm worried you might not be able to get line of site with them all. Your battle line might get overcrowded and mashed trying to get all your shots off.
-I'm a huge fan of the Outrider champ + hochland long rifle. Great for taking out low wound enemy casters.
-You have a special and rare slot open (once you fix the flagellants). Maybe upgrade some knights to IC? Throw in some more pistoliers or outriders? Up to you really.
I was going to point out that he has the option of taking them as a core instead of a rare...but I don't think he's technically required to...so if he doesn't have a use for the rare slot, he's fine... I would definintely fill all available special slots, though...empire can't have enough of those! It's no surprise that specials are better than core, but in my mind, they're better than rares in the case of empire...-Flagellants aren't rare (they're core) because of the WP.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
Also- i dont have a special slot open. Two cannons, pistoliers and outriders takes up all my four slots...
Anyway i appreciate your feedback thanks alot
edit: My greatest worries when it comes to my list is actually the problem with having an overcrowded battleline - especially when it comes to shooting.. Do you guys have any advices on how i could/should tackle this ?
Last edited by Tashin; March 18th, 2010 at 23:50.
Yea, I think you're going to have a hard time getting all of those ranged units into good positions. Hmmm, well, you could deploy your fast cav in a vertical line l facing your opponent, then move them forward and free reform them back to horizontal ------. And everything but the cannons will most likely be out of range the first round so position those with the future of the game in mind. Put the knights and stank on the flanks imo. That gives you a strong magic/ranged center with strong cc flanks. Oh and pray to Sigmar for a hill or two.
And can I ask why you chose archers as a detach? Every tourny I've gone too the majority of armies taken have high toughness or high armorsaves, so handguns and crossbows are your best bet. I might drop the crystal ball and grab another dispel scroll personally, but everyone here plays magic heavy... Its considered good sportsmanship to tell the opponent what magic items are where, except for assassins of course.
Yes, under normal circumstances i'd take two dispel scrolls, but due to the restrictions - 9 dispel dice (which i can get by using the Rod of Power) and 1 dispel Scroll is the max you can get. The Crystal Ball is really an awesome item imo. It totally removes the psycological effect of facing assassins or fanatics (and im pretty sure im gonna face atleast one DE or one O&G army at the tourny).
When it comes to my 5 archers .. well check: http://www.librarium-online.com/foru...her-setup.html (Anti-Waywatcher Setup)
Skirmishing detachment has just always worked for me. They dont get penalty for moving through forests. They can prove a nasty and flexible little speedbump. They're just overall a great defensive detachment choice - AND - they can move & shot unlike the other ranged detachment choices..
They can screen your large units from shooting, pick away at weaker units whilst the crossbows and warmachines deal with the heavies, counter charge to remove rank bonus (unorthodox, i know), redirect enemy gribblies and deathstars, claim table quarters and hide in buildings (they only have to be deployed with the parent unit, dont have to stay within 2"), act as speed bumps for small enemy units, keep up with advancing units (move and shoot), resist enemy shooting better than other ranged units (skirmish), have 360 line of sight,
*takes deep breath*
and they fit in nicely with my Stirland themed army.
Last edited by Cyph3r Shadow; March 19th, 2010 at 19:46.
The Land, The Lady, The Light.
Archers skirmish- I'm pretty sure they don't cancel ranks, but in this case you've got halberdiers for that.
The list looks pretty solid otherwise, I'd only make a few personal changes.
knock out the long-rifles, especially on your outriders. His repeater is going to do more damage, and these guys usually blast away from the flanks and rear rather than the front.
Also, tell me what you'll be doing with your cavalry- the knights in particular. You might be better off with infantry in a defensive role.
Finally, you want to attach you crossbows or gunners to your infantry, and attach your archers to the other missile unit. You can always move the archers away later, and I'd rather be able to declare a S&S with 10 models rather than the 5 man.
Edit: if you're worried about LoS, remember that your first shooting phase will come after you move. You may not have sight from the onset, but you can deploy fast units in front of the guns and just move off. Your outriders can go single-file up a flank, just side forward and start shooting. From the very edge of the board you could cover 1/3 of the table.
If you need some points you could take the mundane shield off the arch lector :p