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L4 wizard Lord (lore undecided) with TalPres and rod of power
General with great weapon, pistol, plate
Bsb with plate, relic, biting blade
L2 lore of metal
Wp with aomi, dawnstone, ahw
30 crossbows with musician, banner of eternal flame
40 swordsmen, fc
30 greatswords, fc
12 kotic, fc, steel standard
Kurt with the knights, general unlocks the flame banner and boosts the greatswords to stubborn 9. Bsb also with greatswords. Wp unlocks core flaggies and buffs swordsmen.
Kotic with Kurt, flaggies, and greatswords all make hard melee units, the crossbows are big enough to put out credible numbers of wounds while the flame banner makes them pure awesomesauce against certain enemies, and the swordsmen are big enough, and with ld8, brave enough to stick around the entire game and not surrender their VP, filling core and providing a Mage bunker.
My biggest question is this: with offensive units that don't really need buffs as badly as an army consisting of hordes of core staties would, I'm not really forced to take the lore of shadows or light... I guess life is always awesome, for dwellers and flesh to stone, but are there other decent options?
I recently tried heavens, and the comet never hit the table in three games, besides which it's a standoff weapon, and this list has an offensive force mixture. Uranon's and chain lightning are both great, and I got good use out of them, but convergence/midnight never came in handy, and wind...well, the units I wanted to push were always 1" from an obstacle or another unit, and too tough for the damage to be a big deal, so I never bothered casting it. Actually, I take that back.... My mage did kill himself pushing the enemy general out of charge range in one game, delaying his mayhem by one turn. Anyway, the lore looks great on paper, but didn't really perform as desired on the tabletop. I'm open to taking life, but interested in exploring other options.
I know the wording is iffy, but I think the General has to be the Army General to get the banner. If I remember right it's, if your army is led by a General of the Empire... I suppose that's up for interpretation.
Honey badger don't care.
I have tried many a list to get Kurt rolling. I think at 3000 points you have too many points committed to small units. You need more combat blocks to hold up against big baddies you'll play against. It's important for Kurt's unit to get a flank charge but you need enough block troops to make your opponent commit to the centre, and you need for those units to hold up a round in combat. For that purpose, you might try several small block of state troops and make your Lvl. 4 light so that they can autowin combat rounds and buff in combat.
Alternatively, you could play my way and make more small knight units that give you mobility around the board so you can strike and retreat, picking your combats. A heavens wizard is really handy with a knights list. Consider re-rolling your failed 1s for armour saves- pretty sweet! Then there are 3 offensive attack spells, and the Comet which I've always considered an area denial spell. Combine that with wind blast, which can re-orient your enemies to put you out of charge range/arc, and your knights can be sure that they can get around the enemy.
Honey badger don't care.
I didn't really think that blocks of thirty were too small... Except in the case of core staties, that is. Actually, even 30 swordsmen held up beautifully at 2500 points last weekend, and that was while getting mauled by a hydra and the DE general! In any case, my theory is that your model count growth should slow after about the 2250 point level, and then your points go towards making your army nastier, not bigger. By replacing core staties with core flaggies, for example, or consolidating my MSU shooters into one regiment with the flame banner. Anyway, wouldn't the flaggies, swordsmen, or greatswords hold long enough for Kurt to do his job? One is stubborn9 (with the general), another is unbreakable, and the swordsmen have a priest who sees no downside to courting a miscast by throwing six dice at making them unbreakable. Anyway, I'll reread the banner unlocking text. If the general has to be the general, so be it, there's no rule that Kurt has to be in charge...
Last edited by Marnepup; February 15th, 2012 at 06:43.
I was in a bit of a distracted mode while writing the first time. I think you may be right about the smaller units, I have noticed a trend in tournament lists and such back to less extreme-sized units. Less eggs in the basket, maybe. Also, I think you and I have different playing styles, which is fine because I wouldn't want there to be only one way to play the Empire. And yeah, I think you should make the General your General (that's confusing) since Kurt might be off to the side somewhere for flanking purposes. I guess I thought he was Ld 10, dunno why.
Honey badger don't care.