2k Empire Army - Warhammer 40K Fantasy
 

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Thread: 2k Empire Army

  1. #1
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    Check it out, it is a gunline army.

    The Union 2000 Pts - Empire Army

    *LORDS/HEROES*
    1 Wizard Lord @ 320 Pts
    General; Magic Level 4;Lore of Fire; Warhorse
    Holy Relic
    Grey Wand
    1 Warhorse

    1 Captain @ 76 Pts
    Barding; Great Weapon; Full Plate Armor; Warhorse
    1 Warhorse

    *CORE*
    9 Handgunners @ 85 Pts
    1 Marksman

    9 Handgunners @ 85 Pts
    1 Marksman

    9 Handgunners @ 85 Pts
    1 Marksman

    9 Handgunners @ 85 Pts
    1 Marksman

    15 Swordsmen @ 182 Pts
    Light Armour; Shield
    1 Duellist
    5 Detachment - Halberdiers
    5 Detachment - Halberdiers

    30 Spearmen @ 275 Pts
    Shield; Standard; Musician, Sergeant
    5 Detachment - Crossbowme

    *SPECIAL*
    1 Mortar @ 75 Pts


    25 Greatswords @ 330 Pts
    Standard; Musician, Count's Champion

    *RARE*
    1 Steam Tank @ 275 Pts
    Main Cannon

    1 Hellblaster @ 125 Pts


    Casting Pool: 6

    Dispel Pool: 4

    Models in Army: 137


    Total Army Cost: 1998

    Mass murda makes me happy!
    Dead bodies make me happy!
    Until eternity,
    We'll always have the Juggalo Family!

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  3. #2
    Senior Member Iron Loki's Avatar
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    i'm no good with gunlines so i'm sorry if this advice makes no sence, but:

    i) no cannons?
    ii) pistoliers, great for march blocking and slowing down those bearing down on you
    iii) spears? swords are a better defensive unit.
    iv) crossbows? maybe even as detachments?
    v) same with archers, they may work best in units of 5 to slow down opponents
    vi) steam tanks arn't going to be firing their main cannon much, consider swaping
    vii) kizlev allies? koysars are good as a ragned unit, and horse archers are great for marchblocking, redirecting etc
    viii) magic defence is weak, you could face an army that'll sit across the feild from you and blast you with magic. with your relativly low range weapons you might not even get any shots off.
    ix) lore of woods has some spells that mess with movement, slowing the enemy is essential to a gun line.
    x) s'lot of spearmen, even if you replace them, maybe get a few less

    hope it helps
    that's the thing about perfection, it can only get worse.

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    This list is tailored against Beatsmen, I don't have enough components to make a combat list. That is the reason some units seem oddly sized, I have limited models in certain sections and abundant in others.

    I also have no cavalry :o.
    Mass murda makes me happy!
    Dead bodies make me happy!
    Until eternity,
    We'll always have the Juggalo Family!

  5. #4
    Senior Member Iron Loki's Avatar
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    o... i know next to nothing about beastmen, don't think i can be that helpful afterall.
    if your dealing with the units you have, i'd still sujest breaking up the units into groups of 5. you won't have to worry so much about incoming fire from BoC, and in their smaller groups, you can make them harder to hold down. use to redirect from other gunners, block LoS, flank charge. plus easier to move around. as long as your getting marksmen, buy them some trinkets. a repeater handgun likely will work well.
    that's the thing about perfection, it can only get worse.

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    Chilli Fueled Heretic danjones87's Avatar
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    your list looks quite nice, i too think you are lacking cannons, they will be good to take out his chariots and his bestigor units.

    here is my 2000 list.

    Lord
    Grand master, hammer of judgement, dawn armour, talisman of protection.

    Hero
    wizard LVL2 doomfire ring
    captain GW armour of meteoric iron handgun (2+ to hit is nice)
    (i had a engineer with a hochland but it seemed to kill nothing and the rerolls were not much use, would be with a mortor though)

    Core
    2 units of 10 handgunners with just marksman
    2 units of 20 swordsman with full command
    8 Inner circle knights with full command my GM leads them
    10 milita with one sworsmen unit
    10 crossbowmen with the other swordsmen unit
    7 militia with the greatswords

    Special
    15 greatswords with full command (the counts champion is a real killer in duels)
    2 cannons
    1 mortar

    Rare
    Helblaster

    i think my army comes to about 1975 but i have neither my armylist nor the army book with me at preasent.

    i have been fielding a 1000 point army from this list, it has the captian, wizard ,one swordsmen unit, knights, gswords, 2 cannons with one detachment.

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    Senior Member Ultramarines r cool's Avatar
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    Phoenix, drop the wizard lord and maybe get a warrior priest or arch lector, make your detachments bigger and get some cannons.


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    Originally posted by The-Phoenix@Feb 23 2005, 22:44


    This list is tailored against Beatsmen, I don't have enough components to make a combat list. That is the reason some units seem oddly sized, I have limited models in certain sections and abundant in others.

    I also have no cavalry :o.
    [snapback]337417[/snapback]
    Almost all Beastmen units are skirmishers, so theres no point in having a gunline army. You need pistoliers 'cause they are good to stop Beastmen units from attacking your formation in the rear (they can put Beast herds on any table edge). Take out the cannons and replace with mortars (can kill more and Beasts have poor armour). Replace the helblaster with falgellants and face then toward the back of your deployment zone because they won't flee no matter what. Anyway, don't make your Genral a wizard lord. Characters: Elector count, Captain, 2 battle wizards. Shame on you for not thinking of this :realmad:

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    Senior Member Amadis's Avatar
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    Originally posted by valten(reincarnated&#33@Mar 18 2005, 20:58
    Replace the helblaster with falgellants and face then toward the back of your deployment zone because they won't flee no matter what.
    [snapback]355846[/snapback]
    IMO I'd pick a Helblaster over a bunch of fragllents any day. The Frags may not run but the helblaster will make them run!

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    Originally posted by Magic69@Mar 18 2005, 205
    IMO I'd pick a Helblaster over a bunch of fragllents any day. The Frags may not run but the helblaster will make them run!
    [snapback]355849[/snapback]
    For the last time Beasts are skimishers (-1 to hit for direct shooting) i.e. not a mortar. Also its flagellents so yeah. :rofl:

  11. #10
    Senior Member Amadis's Avatar
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    Originally posted by valten(reincarnated&#33@Mar 18 2005, 21:33
    For the last time Beasts are skimishers (-1 to hit for direct shooting) i.e. not a mortar. Also its flagellents so yeah. :rofl:
    [snapback]355877[/snapback]
    Helblaster automaticly hit friend. No need to roll for BS! So take that -1 and add a

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