2000 pt gunnery army - Warhammer 40K Fantasy
 

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  1. #1
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    2000 pt gunnery army

    K, so this is my first army, and I've no idea what I'm doing rofl. I'm going to play a couple of paper battles before I buy the pieces, so any input would be greatly appreciated.

    HQ
    Wizard Lord W/ gorgon shield, meteoric Iron, speculum, and sigil of sigmar
    (he won't be casting; he's just basically a hero killer)
    -275

    2 Battle Wizards w/ barded warhorses, 2 dispell scrolls
    -158

    BSB w/ Imperial Banner and FP
    -183

    Core Units
    5 10 man units of Handgunners with musicians, and Marksman equipped with Hochlands
    -550

    2 detachments of 8 spearmen
    (for Greatswords A, cost is included with them)

    2 detachements of 7 spearment
    (for Great swords B, cost is included with them)

    Special Units
    1 16 man unit of Greatswords (A)
    -240

    1 15 man unit of Greatswords (
    -220

    2 Mortars
    - you know how much they cost

    Rare Units
    2 Helblaster Volley Guns
    - you know how much they cost

    total: 1996


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  3. #2
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    160 (x7)

    you can do this but, I have to warn you that it is very easy to beat and not very fun to play against or play with.
    Nevertheless, if you want to do it, here are some tips.
    Change the lord wizard to an Archlector, the Stats are a little better if you don't get into combat maybe stick him on a horse so that he can get into combat easier. The prayers are really good in combat which is where you want him anyway. It also gives hatred to the unit he is with.
    I would do cannons instead of mortars, they are only 25pts more and have a better chance of hitting and killing stuff. They still fit into your shooting theme.
    Personally, i think the Hellblaster (at least one of them) should be swapped for the Rocketlauncher. The limited range and having to roll to hit, really nerfed this item for me in the new edition. Rocket launcher can destroy an entire unit of infantry. I've seen it blow up 14 dwarves.

  4. #3
    /botnobot/ DavidWC09's Avatar
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    1283 (x8)

    Why the small units of 10? It seems like getting combat res for a decisive victory, even with the detachments, will be tough.
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  5. #4
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    Mostly I chose small units so I could fit in more marksmen, but is more marksmen better than the increased chance of winning at combat? But honestly do I want to win at combat? Wouldn't retreat serve me better so I can turn around and shoot?
    The only army that's beardy is the dwarves.
    The only army that's cheesy is Skaven.

  6. #5
    /botnobot/ DavidWC09's Avatar
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    1283 (x8)

    Quote Originally Posted by Candor View Post
    Mostly I chose small units so I could fit in more marksmen, but is more marksmen better than the increased chance of winning at combat? But honestly do I want to win at combat? Wouldn't retreat serve me better so I can turn around and shoot?
    If you have time. You flee on, let's say, turn 2. You rally on turn 3. So it's turn 4 before you can shoot again.
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  7. #6
    Firefly Skarsgard's Avatar
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    399 (x8)

    I think the small units are to prone to panic, Ld7 isn't that great.

    Larger units could take a few casualties before taking a panic check.
    Mirage Arcana Podcast
    The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.

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