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Well, I am getting very interested in WHFB lately and in either of the Human armies.
Right now I'm thumbing through an old copy of the Empire Armybook and liking what I see.
Any ways, my main question, as somebody who doesn't know much about WHFB (but a lot about 40k), how competitive is Imperial Magic?
I'm thinking I'd like to run a Wizard Lord, with Lore of Metal magic, on foot. He'd be joined to a unit of greatswords. Basically, is this a good idea? Fluffwise, he's a master alchemist (hence, Lore of Metal), the greatswords represent his elite personal bodyguard. Just wondering if it'd be effective on the table. I'm not looking for an invincible, game-breaking elite unit, but one that's not going to get me slaughtered every game.
Also, the rest of my list is empty, and I am just figuring out basic ideas to build a proper list around.
Get a big unit of Greatswords, and give them the Standard of Arcane Warding, and a couple of big Detachments. That won't crush everything it meets, but it's a pretty tough unit there.
As for how good Imperial Magic is, I like the diversity of it. You take the Lore of Death one time and it fails, so you switch to the lore of Fire next time round. No other army can do that. In addition to this, the Clergymen of Sigmar have some very nice Bound Spells, being surprisingly good at getting your opponent worried about your Magic Phase.
Finally, something to build your list around. Us Empire generals are renowned around the Old World for our basic infantry. Start with at least 3 units. 2 Combat units (Spearmen, Swordsmen etc) and a ranged unit (X-Bowmen or Handgunners). Once you've played a game or two, decide how your force can improve, and purchase to account for that.
Ahh, thanks for the help. It's very reassuring. I've promised myself I won't go buy the new Empire book until I get the rest of my Red Corsairs put together. Easy to get carried away, you know. Particularly with Games Day and the new 40k edition just around the corner.
So I'll start at 1000 points -
a battle wizard (with level 2 upgrade)
retinue of 11 Greatswords
with a detachment of 5 Handgunners.
A unit of 10 swordsmen
with a detachment of 5 handgunners
A unit of 10 Spearmen
with a detachment of 5 handgunners
7 Knights w/ a Hero Captain leading them
Helblaster Volly Gun
How does that look? Like I said, I only have the old armybook, but that comes out to about 1,000 points.
Hi there. IMO small units are not a good idea. as big blocks of infantry normally does Empire good.
This is my 1000pts list i have tested recently:
Captain (50), GW (4), Armour of Meteoric Iron (25), Ring of Volans (20)
Battle Wizard (65), Level 2 (35), Wizards Staff (10) lore of fire
Battle Wizard (65), lore of beasts
20 Spearmen (100), Shields (20), Full Command (20), detachment 10 Halberdiers (50)
20 Swordsmen (120), Full Command (25), detachment 10 Halberdiers (50)
10 Handgunners (80)
10 Crossbowmen (80)
15 Greatswords (150), Full Command (30)
Total = 999
PD = 5 (2+2+1)
DP = 4 (2+1+1)
Constructive Criticism anyone?
Thanks guys (girls too?)
Just for comparison grimmtu if your interested.
That looks a lot like the sort of list I'd want to build, thanks. However, I'd probably drop the Captain, and maybe reduce a few squad sizes / to add an artillery piece. Like I said, I still need to get the new armybook. It might be overkill to bring a Helblaster Volley gun in 1,000 points, but I really like the model and the fluff and the rules. I don't mind it blowing itself up every now and then either.
Last edited by grimmtu; May 16th, 2008 at 23:43.
Which makes for a significant amount of firepower in 1000pts. But im practically joined at the hip to my greatswords. And for a minute 99pts, the "El Capitan" makes good use of cheap yet effective empire combatants. 3 attacks at WS5, S6 with 1+ AS. fantastic.
The fire wiz i use bcoz its a devastatingly awesome lore. personal favourite. and the wiz with lore of beasts is there to cast "Bears Anger" and rip units apart. quite amusing to seeyour opponent say "haha my char gonna splat ur puny wiz" then the look on his face when ur wiz grows 5x in size and pwns his character in CC.
If i may inquire, what would you replace the captain with? WP? or BW perhaps?
btw new rules for Helblaster: 110pts, now need to ROLL TO HIT (with appropriate modifiers) for all hits rolled on artillery dice. i.e. i roll a 4,8,8 = 20 hits (im happy).
20 hits with modifiers of long range (-1), at BS 3 from crew. 5's/6's to hit. statistically 1/3rd hit so approx 7 hit (rounding up), now at S5, avg unit = T3 so 2/3/4/5/6 wound.
One fails so 6 wounds @ -3to armour sv.
if you attach Engineer to Helblaster, not only do you gain another crewman essentially in case you opponent has picked one off, but it now has BS4 ! I do this in larger games if i can but equip with either rep.HG or HLR.
Apologies for the essay, but i blab and get carried away.
a minor change, but those halbridiers you might want to switch to swordsmen, i find that the the main point of a detatchment is to be around to negate ranks and the swordsmen have a bit better staying power and thus are less likely to die off quickly and loose that ability
the engineer seems cool but unless youre playing a really big game hes just NOT worth the hero slot or the points, one of the very sad problems with this edition IMO...
i have had some good results from the hellblaster myself, though just dont try to shoot at skirmishers...big mistake, other than that its served me very very well in a number of games
Last edited by beiltan2003; May 31st, 2008 at 01:27.