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Intending to start Empire, have not bought anything yet, but here's a list I intend to make. It's intended to be a simple, friendly list that makes use of the Battalion Boxset and some other kits as I don't have much funds to spend after blowing it all on 40k...here it is:
Lvl 2 Battle Wizard (Not sure which lore to take)
Captain of the Empire (BSB, 1+ Armour Save Item)
25 Halberdiers (Full Command) --5 Crossbow Detachment
25 Swordsmen (Full Command) --5 Crossbow Detachment
8 Knightly Orders (Full Command, Great Weapons)
1 Great Cannon
I do not intend to spend too much on this army, but are there any other options I can toy around with the Battalion stuff?? I do not wanna get too much more...maybe just one more box of stuff that I can play around with as well.
The list I have is I feel, rather decent, I do not have much experience in Fantasy, so would like to get opinions. Also, Cavalry with GW or Lance?? Knights are strangely I3...so I think most other units will be hitting them 1st anyway, so a Great Weapon would serve them well.
You'll do well with that list, seems like a good beginner's list. Only thing I might point out is that your wizard is your general in this case, and he might die a bit too easily (free points for your opponent). I might consider adding a warrior priest (an invaluable empire hero) as a general, maybe taking out a couple knights and/or crossbows to do so. Also, if you give your BSB the Holy Relic and Full Plate armour instead, he'll have a 4+ armour and a 4+ ward which makes him somewhat more survivable against things like high strength attacks or killing blow. As a beginner with this list, you'll probably want to take shadow or life lore.
Oh, and the knights...I think they're I3 to account for being in full plate armour. You're right, they seldom attack first, and GWs are great because they mean you do better in extended combats and don't always need to get the charge. I still do take knights with lances about half the time though, because the 1+ armour save makes them that little bit more survivable, and if I'm fielding them I will expect to get the charge anyway.
Honey badger don't care.
On top of what Jack has said, I would consider swapping the Core around a bit. I'd make the Swordsmen bigger and turn the Halberdiers into their Detachment. Making the X-Bows bigger as a detachment would help reduce the enemy in size when the charged they Swordsmen. Something like....
36 Swordsmen, Std, Musician
This set up means that if something charges the swordsmen they'll take 18 str4 shots from the X-Bows and ten get hit by the Halberdiers in the flank and take some more str4 in their flank. If that's too many models/points then just scale down so there's 30 Swordsmen and the detachments are 15 each.
Hopefully that advice gets you off to a good start. The Empire batallion box is pretty decent at giving you just what you need to start fielding a strong army, especially at low points levels like 1000. When you get up to 2000 and beyond you'll be looking at different tactics more like Borak is mentioning, which include getting bigger blocks of state troops (between 30-50 depending on their role) that can really stand up against heavy hitters in the game.
1000 points and under is unique because there won't be as many giant combat units to go up against and combat res (through ranks, etc.) doesn't play as big a factor. Also, there's less damaging magic that has unit-destroying potential. So, you have more freedom to take smaller units like 25. Also, knights perform better at low points levels since they do well against smaller units. I'd say try a simple list somewhere around what you gave and what we suggested (at the low points value there's no "it" list) and get a couple games in so you can get the feel of your army. You might prefer Borak's way since you have only one main infantry unit to think about manouvering, and it should hold up well in most combats. It's always a nice feeling to get some confidence in your troops' abilities. Good luck!
Honey badger don't care.
Remember that the points spent on detachments don't count towards the 25% core minimum. Also, a supporting stand and shoot detachment comes with the downside that the parent can't move without either moving the move or shoot crossbowmen or leaving them behind. Finally, more units to deploy means you get to see more of the enemy's disposition before dropping your last (most critical?) unit. For those reasons, I'd take only a melee detachment per parent regiment (needs to be ~15 models to keep disrupting in the face of casualties) , and make the shooters an independent regiment. Basing loosely around your list, I'd recommend 30 swordsmen with 15 halberdiers ad their detachment, two units of five knights or five knights and five pistoliers, put the bsb with holy relic AND an Arch Lector with heavy armor and TalPres and great weapon in the swordsmen, give the L2 wizard nothing and stick him in as large a regiment of crossbows as you have points left for, which is 12, if you go with five knights and five pistoliers. Honestly, though, I would just dump the wizard at the 1000 point level. The arch lector's prayers are actually not a horrible way to spend power dice in small games, and you could supplement that with the ruby ring of ruin... And have points left over for a mortar. Personally, I think you get more mileage out of the ring and the mortar than out of the mage...
Last edited by Marnepup; January 24th, 2012 at 04:13.
Thanks for the advice guys!! I will probably be getting the models next month, so I got some time to do some research in the meantime.
I think a point was raised above, and I'm a bit worried about the manouverability of just one big block of troops. I only played around 3 games using the IoB boxset before, so I'm not too sure about the effectiveness of infantry. Also, alot of my friends recommend me getting more Warmachines, but at 1k, would I need say, another cannon or mortar??
At 1000 pts one cannon and one mortar is fine. Any more than that and you might be commiting too much to artillery. Above 1000, another cannon and mortar will always come in handy. I always keep in mind that if I take 3 cannons and 2 mortars in a friendly game my opponent will not be very impressed.
Yeah, a big block is less manouverable than two but also more survivable. Both will do you alright unless you play a really skilled opponent.
Honey badger don't care.
The thing is, eight knights don't do anything more than five do... They're just spare wounds costing nearly eight percent of your points allowance. You can't afford that. Those three extra knights cost six points less than a mortar!
I'm also not especially convinced that a cannon will have a suitable target at 1000 points. On the off chance that it does... A direct hit from a mortar accomplishes nearly the same thing, and you can be guaranteed that the mortar will pull its weight every time out!
Last edited by Marnepup; January 24th, 2012 at 18:04.
Mortars, mortars, mortars!
To me they are a bread and butter unit for empire! Can hurt any unit in the game and have a nice large blast to hit lots of infantry.
Cannons rock also and can remove the odd chariot oor some such even at any points level.
Smaller games I like an empire infantry horde, several core of 20-30 models with detachments, so long as they for the unit they're bought for but I love halberdiers or free company. Hal's for swordsmen or spearmen, free company for halberdiers.
Crossbows will see you well even though I love my handgunners the extra range of crossbows make them a threat before the enemy even moves.
Knights can be fun at this level but if you run them at any time they need a character to support them, warrior priests work nicely just don't give him too much kit.
My two cents and I hope it helps.