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!
This is my list for my first planned Fantasy army (played 40K awhile now).
Grandmaster (non-Ulric), has dawn-armor and a holy relic (it should be really, really hard for this guy to die).
Captain, BSB, Barded horse, non-magic banner, Sword of power (+2 str)
Warrior-priest, non-barded horse, heavy armor, two handed hammer
2nd level wizard, dispell scroll, (prolly fire lore, but I could also go with Heaven, metal, or light)
9 Innercircle knights. Full command. War banner. Grandmaster goes here(rounds out to 10, two ranks of 5)
9 Innercircle knights of Ulric. Full Command. Banner of Ulric. BSB goes here.
4 Ogre leadbelchers, no command.
The idea here is that these guys all move nearly the same speed (the leadbelchers are slower, but then, they have range). These three units should be able to utterly annihilate an entire side of the board. The knights will move ahead of the leadbelchers, completely obscuring them from view (ironic, but with the armor they should take fire much better). The knight will split apart, revealing the belchers which fire the turn before charge. Then everybody charges whatever makes the most sense at the time, one unit having been significantly weakened. ALternatively, the knights can move back, letting the leadbelchers accept a charge, which means they will stand and shoot. The KoC cause fear (essentially) the reg knights are immune to it, and the ogres do both.
Additionally we have:
5 pistoliers, marksman, repeater pistol, and the warrior priest joins this unit. (to make them hate things with those pistol attacks) This unit either helps the knights with flank attacks (seems unneccesary, but ya never know). Or deal with whatever sneaky problem the enemy has caused (in which case, the warrior priest prolly joins up with the knights, instead)
10 Marksman, no upgrades
10 Marksman, no upgrades (just make a dead zone on the other side of the board)
A great cannon
7 huntsman, with a marksman (I had 8, no marksman, but had to cut it down to get enough pts to give the warrior priest heavy instead of light armor, believe it or not.) Obviously these guys scout, savage back lines/ war machines, or deal with the enemies scouting skirmishers, whatever.
One more thing, their is the possibilty of sacrificing one more huntsman (which makes that squad awfully small, I know, but should still annoy people) to upgrade a ogre to a champion, this does nothing but add an attack, which doesn't seem worth it in a unti that does half it's damage at range, but it lets the Priest cast prayers one him!
Imagine a lead belcher re-rolling all his rolls to wound, with his cannon!
are you allowed 2 units of inner circle knights ?
If one of them is Ulric, then yes.
Cool, I thought they were both regualar Knights
Originally Posted by Sir_Prometheus
You can only have one unit of huntsmen (scout) the others must be archers (skirmish). Don't waste the points on a marksmen.
Also, Sir_Prometheus you cannot add hero's to DOW.
The list looks like a good idea, it should play quite gard and fast.
Tactic Tactics Tactics Tactic Tactics Tactics Tactic Tactics Tactics and Cannons
I think that you should scrap those 'marksmen' and go for more units of knights of at least 10-12. To do this you might have to cut a charater, but I think you don't really need that many anyway.
By day he fought with sword and shield.....
By night he fought with pen and parchment.....
He was....The Warrior Poet.......
Fear the ANZAC Clan!!!!!
ORDER OF THE SHADOWY FLAME!!!
Do you have uber micro...????
I am aware of the difference between archers and huntsman. I originally had 8 huntsman, no champion, but I cut it dow to 7 and got a chamion instead cuz that gave me the 2 extra pts or whatever I needed to put heavy armor on my Priest.
I wasn't going to add a hero to the Ogres, I was going to add a champion. The preists powers work on heroes and champions, and it's within 12", he doesn't have to join the unit. In any case I prolly won't do it for now, as I just don't have the 10 pts to spare.
As for the handgunners, I was just trying for some balance. Seems an army should have some ranged. Plus, I have 2 BIG knights units, plus the Ogres which have a smilar role, plus the pistoliers. Seems like I had enough on the "fast, heavy, and low model count" end of things
one simple word: CANNON!!!
Uh, I have both a cannon and a mortar. Seems like enough?