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!
Hi ppl, I'm gonna play in a tournament soon and I'd like some input on my army. Here it is:
- characters -
-Sword of justice (not sure, the one that lets you re-roll to wound)
-Magnus thingy (5+ ward save, 2 magic resistance)
-Full plate Armour
-Rod of power
-Ring of volans
-2 dispel scrolls
- core -
-det: 8 halberdiers
-det: 5 archers
- special -
-full command with repeater pistol
6 Knights of the inner circle
- rare -
The bsb and one wizard goes into the halberdiers, one wizard goes with the archers and the arch lector goes with the knights.
I recently found out that light is a hell of a magic school. I played against beastmen recently and got Cleansing flare (the 6th) on both my wizzies. Did wonders! All the others are kinda easy to cast too, so with a bound spell on the ring of volans, two bound spells by the arch lector - I get a nice lil magic phase. Keeps the opponent scared.
By the way, there is a life spell that can restore all wounds on a model, is it possible to use that spell on the steam tank?
I usually deploy most of the troops on one half of the board and shoot and hopefully I'll do some damage so the rest can do enough to win the combats. Questions on that?
Now to my questions:
Are the rockets much better than the helblaster? I really love the psycological advantage with a helblaster but it isn't always great.
As the swordsmen tend to get stuck somewhere and not doing much at all during the game, I'm thinking about swapping them for a regiment of five knights with a musician. Good idea?
I'm also thinking about swapping the crossbowmen for handgunners just to get a HLR. I'd like two regiments of handgunners to get another HLR, but I just can't see what I should get rid of.
Besides these changes, it's maybe time for the mortar to leave. What should I replace it with?
Thanks in advance for the comments.
The list looks pretty solid from what I can tell. The only thing is dropping the command on the pistoliers, they only really need a musician, and the repeater pistol is up to you. I'd personally rather use those points elsewhere. Also, where are you putting your arch lector, in the KOTIC group?
On your light magic comment, I have to agree with that. Seems the least popular lores pack quite a punch. Lately I've been using beasts, and its great, between stopping Chaos knights, buffing my bsb, and a bolt thrower, whats not to love?
Also, on your question about the steam tank being healed by the life spell. No, it does not work. It says in the spell description that it cannot be used on warmachines.
Last edited by TheStroudster; April 19th, 2010 at 04:01. Reason: Content
The list seems quite alright. I'd make a few changes, but that is ofcause just my personal oppinion. At any rate i think you should consider switching that mortar for one cannon (unless local restrictions forbid you). With only one cannon (and ofcause the Steam tank) you'll get in trouble if you end up facing any lists with dragons or any lizardman list with Stegadons. The empire units are generally good against other no-too-tough-infantry/cavalry units, but against large monsters like dragons, daemonLords and Stegs you'll need cannons. And more than one.
Considering the Helblaster / Helstorm question i tend to ask myself what i need for my army. They've got an equal amount of potential killingpower (atleast in my oppinion), but what you should remember is, that the Helstorm is a templateweapon, so when firing it, you dont want to be anywhere near what you're aiming for. The helblaster is a "roll-to-hit" weapon, meaning that you can aim for units 1" away from you without fearing hitting your own units. So basicly, if you think you need more ranged preasure on opponents deploymentzone, take the helstorm and i garantee you, he will come to you. On the other hand, if you think he already will be marching towards you even if you didnt have a helstorm, take a helblaster, which is usable even when melee is happening right next to it.
One more thing. Consider splitting that Crossbowmen/Archer unit up into two detachments of 5 and make them join that detachmentless unit of swordsmen you've got.
Otherwise everything looks good. Let us know how it went
Personally, I would advise the helstorm over the helblaster. They both have merits but I only ever use the helblaster against an army that I know will be running at me (like orcs an goblins). Also the helblaster is 3 times more likely as the helstorm to misfire during the game. Statistically speaking, the helblaster will misfire once every two turns, or three times per game. Both misfire results 1 and 6 cause the helblaster to be destroyed, or a 1/3 chance per misfire. So if your helblaster goes the entire game without blowing up (let alone misfiring) you have defied probability. The only advantage (in my opinion) of the helblaster is that it can't hit your own men
I would suggest taking the helstorm for two reasons, it has longer range and is more reliable. With a range of 60 inches, plus an additional artillery dice and another artillery and scatter dice, you can shoot things up to 80 inches away! Not that you would ever really need to, but my point is if you put the helstorm on a hill it can shoot at everything on the battlefield. You are also only statistically probable to misfire the helstorm once in a game, and only have it blow up once every six games, making it more likely to continue shooting throughout the whole game. The major disadvantage of this gun is its tendency to fly back into your own troops, but an easy way to prevent this (if you really don't want it to happen) is to always estimate at least ten inches away from your nearest unit. And the additional scatter can be helpful at times too- I have on a few occasions had a rocket scatter closely into my lines, but because I estimated far enough away it landed mostly in my opponent's Phoenix Guard and only a little in my Spearmen. I lost three spearmen and he lost six phoenix guard.
But what it comes down to is what you need in your list. If you play a few practices with both you will figure out which one you prefer very quickly. Good luck at your tournament.