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Btw the restrictions and scenarios I'm usin can be found here. All advice welcome. So here goes again...
20 Swordsmen- 155
Standard and Musician
Detachment: 10 Halberdiers- 60
10 Handgunners- 80
5 Knightly Orders- 139
Standard and Musician
5 Pistoliers- 95
The allied list is in the Lizard Army lists forum.
ok first of all id replace the hellblaster with a cannon because the hellblaster is definetly going to blow up some time midgame and that can be real bad in small battles.
second id replace the wizard with a captain as you could really use his leadership to hold your line.
then id replace the knightly order with a solid unit of 20 halberdiers with full command, using the handgunners as a detachment. use any free points to try to get a detachment of 10 free company for either unit.
other then that i think this is a pretty strong list
Well for a starter I think your choice of core troops is great. You can't go wrong Swordsmen, Vanilla Knights and Pistoliers.
What I think you should change:
- Scrap the Battle Wizard at the head of this army and replace him by a Captain, the dipel dice and the power he will bring are not worth it. Leadership is more important. Give him the Armour of Meteoric Iron and a Great Weapon and he will be there to stay.
- Drop the Standard on the Knight unit, it's 100 VP you might not be ready to give.
- Bump the number of Swordsmen to 25.
- Replace the Hallbardiers for a detachment of Free Company, they are cheaper and have more attacks.
- Transform the squad of Handgunners in a detachment for the Swordmen, that way they won't cause any panic reaction if they are wiped out.
Now for the Hellblaster, I must say I tend to agree with Xanthos, if that piece of artillery blow up that will hurt you pretty bad, on the other hand it is a threat that few general ignore when they faced it before... ... and if you are a little bit lucky with that artillery dice... Your call on that.
As for replacing your Knights by Hallbardiers I also think it's a matter of choice, I would personnaly take Spearmen over Hallbardiers because for the same price I prefer to have a better save over more strenght. If you contemplate the possibility to drop the Knights for Hallbardiers or Spearmen then I would also drop the Handgunner unit and take 2 detachments, 1 of 10 FC and 1 of 6 Handgunners.
Proposed army #1:
Captain (AoMI, GW), 25 Swordsmen with 10 FC, 10 Hangunners, 5 Knights (Musician), 5 Pistolier, Hellblaster = 750 pts for 60 models
Proposed army #2:
Captain (AoMI, GW), 20 Swordsmen with 10 FC and 6 Hangunners, 20 Spearmen with 10 FC, 5 Pistoliers, Hellblaster= 750 pts for 77 models
The first one is nearest the army list you are proposing. The second one is more of a balanced infantry army list. See wich one will complement your ally the best, sometime 5 +1 AS Knights are worth more than 20 spearmen with 10 FC...
Personnally i would keep the standard in the knights as if they charge a fully ranked unit there going to need all the combat resolution they can get
I always believed that a unit of 5 Knights is not supposed to take anything on by themselves, except skirmishers, light cavalry and warmachines crewmembers. They are useful for destroying those small units and for protecting the infantry by redirecting flank charges.
Also they can be used to lay down a trap so your main infantry units can actually charge another unit flank or simply baiting frenzy units to charge something they don't want to charge. They are also great to uncover fanatics even if I prefer archers for that job.
The best use I have for them is when my flank is not threatened by anything, I can then position them so they will charge the flank or the rear of any ennemy unit my main infantry line will engage. They are very good at breaking strong units when they are engaged with a Swordsmen unit and a detachment.
Why I don't put the Standard in such a unit is because I usually lose them before I lose my infantry units, that would be a lot of VP given for free to my opponents. If you flank an ennemy unit you won't need that +1 the banner is giving you If you want a cavalry hammer you need a 10-12 Knights unit.
unfortnatley i learnt the hard way in a 500 point battle that sending 5 innercircle knights to a war machine is pretty stupidI always believed that a unit of 5 Knights is not supposed to take anything on by themselves, except skirmishers, light cavalry and warmachines crewmembers
they spent the until 4th turn getting to and destroying a simpe bolt thrower (with no casualties) and by the end of the 6th turn had finally goten to something else when the game ended getting me 40 VP in exchange for a 360 point unit of 5 inner circle knights and a captain.
therefore i find going after war machines with knights to be a total waste and have from now on stuck to getting rid of warmachines with cheaper less important men..
so really all i do with my knights is charge enemies in the flank which is less useful as i generally play against chaos and they tend to beat my knights in close combat.
Good list. See you in June! We'll be fielding VC allied together.
P.s. To keep all fair you can find a copy of our list in the VC army section. There are a couple of changes, but mostly the same.