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This is my recently made 2000 pts list using the new codex. Its for fun use, no tournaments.
Arch Lector of Sigmar - armour of meteoric iron, Mace of Helstrum, sigil of sigmar.
^ 19 Greatswords- full command
Captain - full plate, lance, barded warhorse, doomfire ring
^ 5 Knights of the Inner Circle - full command, great weapons.
Warrior Priest - hand weapon, heavy armour, shield, sword of battle, orb of thunder.
^ 19 Halberdiers - full command, shields
10 Free company detachment
10 Handgunner detachment
Wizard - dispel scroll, crystal ball, biting blade, level 2.
^ 19 Swordsmen - full command.
10 Free company detachment
10 Handgunner detachment
Total Characters - 4
Troops- 145 (including crews)
Cast Pool - 4
Dispel Pool - 6
Spells - 2 + 5 bound
Comments are all appreciated.
Perhaps I should drop the battle Wizard and add an engineer and give it to an artillery piece (perhaps even helblaster for BS 4 purposes) I would also have anough pts to add another knight??
Played a game last night vs. vampire count, im wondering if there is a way to make my helblaster not misfire the first shot it takes (as usualy with me), luckily it doesnt blow up on a 2 anymore (to my relief) but next turn they failed a fear test from charging wolfy things, and fled off board... =P
Edited list, this gives me much more potent magic, 5 automatic spells (taking 5 DD) and I still have 4 casting dice (no one has 9 DD).
Last edited by Lord Kroak; January 8th, 2007 at 22:48.
um well you should drop the hell blaster cause really it doesnt do what it youst to
and grab another wizard for 2000 points thats a weak magic phase i mean 3 castting dice ive seen better in 500 points (no affense) but really get some more magic.
I am not looking for a strong offensive magic, more support, thats why I have priests, I find my magic level quite reasonable for only 1 wizard.
i say grab another wizard just lev2 to 4
it will help alot
The problem with "just grab another wizard" is finding something to sacrifice for the points.
As far as I can tell (being relatively new to [and completely inexperienced with] ) Empire, it seems to be a decent list. From what I've gathered from around the net, units of 20 might be a little on the small side, but you've got plenty of kick to spread around. I'm not sure that the Flaggies are big enough to make much difference, but they might cause some concern.
Mysterious Member of the ANZAC Clan
As I stated, im not really looking into magic to do anything, i just have magic so that some of my prayer spells from priests will get off, which is what I want ( I like unbreakable empire units).
Why such a large archer unit? Will you have them skirmish? I've seen large skirmishing units of archers work really well for Brets.
10 flagellents is too few. A little bit of shooting and magic will kill enough that any decent enemy unit will run over them in combat in one turn. I'd go for more, especially if you want to take advantage of the new martyr rule. Or I'd have two units of 10.
The archers do skirmish, and i dont own any more flagallents, but i find at a unit of 10 no one shoots at em, especially since i have a large army, there are more tempting targets.
I'm really curious to know how the list plays, just because I've always liked Empire and had in the back of my head that I might do an army. The new models are more appealing, so now I'm more tempted.
If you think of it, give us a quick post about how it performs.
It's a solid starting point, but I have a couple of questions about it. Firstly, what purpose are you looking for the Flagellants to serve. Yes they are unbreakable, but now they are only T3 you need them in bigger blocks (but its fair enough if you don't have the models), especially if you want them to protect a flank which is what I am guessing you want them to do. The Myrters rule also means that you need more of them. Flagellants are great as long as you have enough of them. If you are looking for them to be a supportive unit take Halbidiers for half the cost. Talking of Halbidiers, I perosonally don't think that they make the best ranked up unit. You are better off with swordsman/spearmen/greatswords as your parent units with Halbedier detachments as that way they will stike first (with detachment rules) so you can make more use of their high strength. I did initially think of the dirtyness of a unit of S4 unit rerolling misses, but they prob wont get the charge in so wont have many attacks back anyway, thus why they make better detachments. I would definatly get some detachments for the Greatswords. Lose the Hellblaster because, as a couple of people have said, its just not points effective anymore. My only other comment is that if you want the Knights unit to be your "battering ram" them make them a big unit of 10/12 with either the Captain or ideally a Grand Master. Personal preference: Lose the Mace of Helestrom, its a total waste of points. Also lose the Bitting blade on the wizard as you dont want him to be in combat anyway.
Hope some of this helps.