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!
Hi everyone I am new to the empire and I was wondering if anyone can help me
I was wondering how big are your core units and how big are the detachments you take with them.
Next question is what detachments do you take with what units.
And my last question is how do you use them detachments you have chosen.
I am starting to wright my army list and any examples, tactics, tips or general help you can give me will be much greatful
I look forward to reading your reply's
And thank you in advance
I don't believe in detachments being useful anymore, but our state troops work well in hordes since they aren't extremely expensive. Hand gunners run well from about 10-20 depending on what you want to use them for. When I take knights, I run them around 10-11 and throw in a hero, but that's just personal preference.
With the knew Magic platforms it is very nice that you can throw those behind your troops to give them some auto-buffs. Than stacking warrior priest abilities with any unit makes them all quite deadly.
As far as detachments go, most peeps run parent units of swordsmen and then detachments of halberders.
i always take a detachments for my 40 halbediers with a priest in it since his prayers affect them both
my greatswords also get a detachment of 15 swordsmen as they will be stubborn as well
in order to maximise the probabillity of a counter charge place the detachments 1 inch behind, but close to the parent unit
60/30 is the way that I run mine, but I only run either a single Parent and 2 dets, or 2 Parents with 1 det each. However, because I run a Samurai army and it's difficult to find Samurai models with No'Dachi great weapons, I don't use Greatswords in my army, so my whole front line is built of parents and detachments. It also saves me on characters, since I only need 1 Priest, 1 Captain, 1 "booster cart" to get 3-4 units boosted up to the point of insanity. A 20-man detachment is really only capable of fighting in aid of the Parent, and they're easily mitigated. A 30 man detachment is big enough to handle people on it's own, and if it flanks you - you're not going to bump enough models to keep it from disrupting you. Add to that that I'm hitting you in the front with a Horde with 6 ranks, you're probably not likely to be Steadfast by the time we're finished. You charge, I countercharge, you die bloody, I reform amidst victory, next turn my Parent regiment steps forward to be even with Detachment again, lather, rinse, repeat.
Want to try to charge the Detachment to keep it from flanking? Ok - but you're hitting 30 models who are boosted just like the parent regiment. They're still 6 ranks deep, so the odds that you're going to break them, or be Steadfast if they beat you, are pretty slim. If my unit holds, they're probably going to grind you down. Hitting on 3's is never something to underestimate, my unit will drag down elites in the long-term, even if they're only S3 swordsmen. That's the other thing, I run my detachments "backwards" - most people take Halberdiers on the flanks, where their lack of shields plays less of a role, but for aesthetics and the fact that my regiments are so large, I choose to run Halberds as my Parents, and use Swordsmen on the flanks where their shields make up for the smaller unit size. 60 Halberdiers will do more than enough damage to keep themselves in the fight.
I think that Empire - more than any other book aside from possibly Warriors - do better if you stick to their Core and don't get distracted by shiny options and crazy units. Yes, I have some Demigryph Knights in my army, but they never "wow" me quite like my State Troops do. That's what makes the Empire so fun to play. People don't know how to handle an Empire army that drops nearly 200 models on the table, gives them all Hatred, +1 to Hit, Hold the Line, and the ability to charge in the opponent's turn. That messes with people. There's no good way to handle such a huge wall of troops.